INTERNAL REWORK. testers are needed.

This commit is contained in:
Xonk
2023-10-07 22:18:20 -04:00
parent 4d8a5105ed
commit a2fc114c4f
236 changed files with 5437 additions and 10283 deletions

View File

@ -1,305 +1,278 @@
#include "/lib/settings.glsl"
flat varying vec3 zMults;
flat varying vec2 TAA_Offset;
flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
// flat varying vec3 averageSkyCol_Clouds;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex9;
uniform sampler2D colortex11;
uniform sampler2D colortex13;
uniform sampler2D colortex15;
uniform vec2 texelSize;
flat varying vec3 noooormal;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
flat varying vec3 WsunVec;
uniform vec3 sunVec;
uniform float frameTimeCounter;
uniform float sunElevation;
// uniform float far;
uniform int frameCounter;
uniform float far;
uniform float near;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferProjection;
uniform mat4 gbufferPreviousProjection;
uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
uniform float frameTimeCounter;
varying vec2 texcoord;
uniform vec2 texelSize;
flat varying vec2 TAA_Offset;
uniform int isEyeInWater;
uniform ivec2 eyeBrightnessSmooth;
uniform float rainStrength;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
uniform ivec2 eyeBrightnessSmooth;
#include "/lib/waterBump.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/res_params.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/volumetricClouds.glsl"
// #include "/lib/biome_specifics.glsl"
#include "/lib/Shadow_Params.glsl"
#ifdef OVERWORLD_SHADER
const bool shadowHardwareFiltering = true;
uniform sampler2DShadow shadow;
flat varying vec3 refractedSunVec;
#define TIMEOFDAYFOG
#include "/lib/lightning_stuff.glsl"
#include "/lib/volumetricClouds.glsl"
#include "/lib/volumetricFog.glsl"
#endif
#ifdef NETHER_SHADER
uniform sampler2D colortex4;
#include "/lib/nether_fog.glsl"
#endif
#ifdef END_SHADER
uniform sampler2D colortex4;
#include "/lib/end_fog.glsl"
#endif
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
float ld(float depth) {
return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
// #include "/lib/specular.glsl"
vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, vec2 distort){
coord = coord;
vec4 vl = vec4(0.0);
float sum = 0.0;
mat3x3 weights;
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION + distort)*scaling;
ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION + distort);
float dz = zMults.x;
ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(0) + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
sum += w;
return vl/sum;
}
vec3 decode (vec2 encn){
vec3 n = vec3(0.0);
encn = encn * 2.0 - 1.0;
n.xy = abs(encn);
n.z = 1.0 - n.x - n.y;
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
return clamp(normalize(n.xyz),-1.0,1.0);
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
vec4 blueNoise(vec2 coord){
return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
}
/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
void applyContrast(inout vec3 color, float contrast){
color = ((color - 0.5) * max(contrast, 0.0)) + 0.5;
void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
int spCount = rayMarchSampleCount;
vec3 start = toShadowSpaceProjected(rayStart);
vec3 end = toShadowSpaceProjected(rayEnd);
vec3 dV = (end-start);
//limit ray length at 32 blocks for performance and reducing integration error
//you can't see above this anyway
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
dV *= maxZ;
rayLength *= maxZ;
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
estEndDepth *= maxZ;
estSunDepth *= maxZ;
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
vec3 absorbance = vec3(1.0);
vec3 vL = vec3(0.0);
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
vec3 spPos = start.xyz + dV*d;
vec3 progressW = start.xyz+cameraPosition+dVWorld;
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
vec3 Indirectlight = ambientMul*ambient;
vec3 light = Indirectlight * scatterCoef;
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
absorbance *= exp(-dd * rayLength * waterCoefs);
}
inColor += vL;
}
#ifdef OVERWORLD_SHADER
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
vec2 movement = vec2(-0.035*frameTimeCounter);
float caustic = 0.0;
float weightSum = 0.0;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
const vec2 wave_size[4] = vec2[](
vec2(64.),
vec2(32.,16.),
vec2(16.,32.),
vec2(48.)
);
for (int i = 0; i < 4; i++){
pos = rotationMatrix * pos;
vec2 speed = movement;
float waveStrength = 1.0;
if( i == 0) {
speed *= 0.15;
waveStrength = 2.0;
}
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
weightSum -= exp2(caustic*0.1);
}
return caustic / weightSum;
}
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
int spCount = 8;
vec3 start = toShadowSpaceProjected(rayStart);
vec3 end = toShadowSpaceProjected(rayEnd);
vec3 dV = (end-start);
//limit ray length at 32 blocks for performance and reducing integration error
//you can't see above this anyway
float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
dV *= maxZ;
vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
rayLength *= maxZ;
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
// vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
vec3 absorbance = vec3(1.0);
vec3 vL = vec3(0.0);
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
vec3 spPos = start.xyz + dV*d;
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
//project into biased shadowmap space
float distortFactor = calcDistort(spPos.xy);
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
float sh = 1.0;
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
sh = shadow2D( shadow, pos).x;
}
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
vec3 sunMul = exp(-max((estSunDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs);
vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) * 2.0 ;
float np3_Y = normalize(mat3(gbufferModelViewInverse) * rayEnd).y;
float ambfogfade = clamp(exp(np3_Y*1.5 - 1.5),0.0,1.0) ;
float sunCaustics = clamp(pow(waterCaustics(progressW, WsunVec)+1,5) * 2.0, phase*0.8+0.2, 1.0);
// make it such that the volume is brighter farther away from the camera.
float bubbleOfClearness = max(pow(length(d*dVWorld)/16,5)*100.0,0.0) + 1;
float bubbleOfClearness2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
vec3 Directlight = (lightSource * sunCaustics * phase * (sunMul+0.5)) * sh * pow(abs(WsunVec.y),2) * bubbleOfClearness;
vec3 Indirectlight = max(ambient * ambientMul, vec3(0.6,0.6,1.0) * exp(-waterCoefs) * bubbleOfClearness2) * ambfogfade ;
vec3 light = (Directlight + Indirectlight) * scatterCoef ;
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
absorbance *= exp(-dd * rayLength * waterCoefs);
}
inColor += vL;
}
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:73 */
/* DRAWBUFFERS:0 */
vec2 texcoord = gl_FragCoord.xy*texelSize;
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
float z = texture2D(depthtex0,tc).x;
vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
vec4 trpData = texture2D(colortex7,texcoord);
float noise_1 = blueNoise();
float noise_2 = interleaved_gradientNoise();
bool iswater = trpData.a > 0.99;
float translucentAlpha = trpData.a;
// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
// float sunlight = speculartex.b;
if (isEyeInWater == 0){
#ifdef OVERWORLD_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, lightCol.rgb/80.0, averageSkyCol/30.0);
#endif
#ifdef NETHER_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, noise_2);
#endif
#ifdef END_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, noise_2);
#endif
//3x3 bilateral upscale from half resolution
float z = texture2D(depthtex0,texcoord).x;
float z2 = texture2D(depthtex1,texcoord).x;
float frDepth = ld(z2);
// vec4 vl = texture2D(colortex0,texcoord * 0.5);
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
vec4 data_opaque = texture2D(colortex1,texcoord);
vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
}
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
vec2 lightmap = dataUnpacked1.yz;
if (isEyeInWater == 1){
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
vec3 data = texture2D(colortex11,texcoord).rgb;
#ifdef OVERWORLD_SHADER
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
float estEyeDepth = 1.0-clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
vec3 lightColVol = lightCol.rgb / 80.;
vec2 tangentNormals = unpack0.xy*2.0-1.0;
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 ambientColVol = (averageSkyCol/30.0);
if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
vec4 TranslucentShader = texture2D(colortex2,texcoord);
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
vec2 tempOffset = TAA_Offset;
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
vec2 refractedCoord = texcoord;
/// --- REFRACTION --- ///
#ifdef Refraction
refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
// refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
if( refractedalpha <= 0.001 ||z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
#endif
/// --- MAIN COLOR BUFFER --- ///
// it is sampled with distorted texcoords
vec3 color = texture2D(colortex3,refractedCoord).rgb;
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
float bloomyFogMult = 1.0;
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
#endif
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
}
// underwater fog
if (isEyeInWater == 1){
float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
vec3 fogfade = clamp( exp( (-length(fragpos)) * totEpsilon ) ,0.0,1.0);
fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
color.rgb *= fogfade ;
bloomyFogMult *= 0.4;
}
// apply VL fog to the scene
color *= vl.a;
color += vl.rgb;
// bloomy rain effect
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
/// lava.
if (isEyeInWater == 2){
color.rgb = vec3(4.0,0.5,0.1);
}
/// powdered snow
if (isEyeInWater == 3){
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
bloomyFogMult = 0.0;
}
// blidnesss
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -1),0.,1.) , blindness);
// darkness effect
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
#ifdef display_LUT
vec2 movedTC = texcoord;
vec3 thingy = texture2D(colortex4,movedTC).rgb / 150. * 5.0;
if(luma(thingy) > 0.0 ) color.rgb = thingy;
#endif
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
vec3 vl = vec3(0.0);
waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ));
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
#else
vec3 fragpos0 = toScreenSpace(vec3(texcoord - TAA_Offset*texelSize*0.5,z));
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
gl_FragData[0].a = 1;
waterVolumetrics_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1 , 1, 1, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
#endif
}
}