Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues

This commit is contained in:
Xonk
2024-06-10 23:26:19 -04:00
parent 9a66781d0f
commit a7ab9f971f
53 changed files with 1305 additions and 854 deletions

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#include "/lib/settings.glsl"
varying vec2 texcoord;
uniform sampler2D colortex7;
uniform sampler2D colortex14;
uniform sampler2D depthtex0;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
uniform sampler2D shadow;
uniform sampler2D shadowcolor0;
uniform sampler2D shadowcolor1;
uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
uniform sampler2D noisetex;
uniform vec3 previousCameraPosition;
uniform vec3 cameraPosition;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
uniform int hideGUI;
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 samplePos = uv * texSize;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
vec2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
vec2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5*f);
vec2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) );
vec2 w3 = f * f * (-0.5 + 0.5 * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
vec2 texPos0 = texPos1 - vec2(1.0);
vec2 texPos3 = texPos1 + vec2(2.0);
vec2 texPos12 = texPos1 + offset12;
texPos0 *= texelSize;
texPos3 *= texelSize;
texPos12 *= texelSize;
vec4 result = vec4(0.0);
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
return result;
}
/// 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) * contrast + 0.5;
}
float lowerCurve(float x) {
float y = 16 * x * (0.5 - x) * 0.1;
return clamp(y, 0.0, 1.0);
}
float upperCurve(float x) {
float y = 16 * (0.5 - x) * (x - 1.0) * 0.1;
return clamp(y, 0.0, 1.0);
}
vec3 toneCurve(vec3 color){
color.r += LOWER_CURVE * lowerCurve(color.r) + UPPER_CURVE * upperCurve(color.r);
color.g += LOWER_CURVE * lowerCurve(color.g) + UPPER_CURVE * upperCurve(color.g);
color.b += LOWER_CURVE * lowerCurve(color.b) + UPPER_CURVE * upperCurve(color.b);
return color;
}
vec3 colorGrading(vec3 color) {
float grade_luma = dot(color, vec3(1.0 / 3.0));
float shadows_amount = saturate(-6.0 * grade_luma + 2.75);
float mids_amount = saturate(-abs(6.0 * grade_luma - 3.0) + 1.25);
float highlights_amount = saturate(6.0 * grade_luma - 3.25);
vec3 graded_shadows = color * SHADOWS_TARGET * SHADOWS_GRADE_MUL * 1.7320508076;
vec3 graded_mids = color * MIDS_TARGET * MIDS_GRADE_MUL * 1.7320508076;
vec3 graded_highlights = color * HIGHLIGHTS_TARGET * HIGHLIGHTS_GRADE_MUL * 1.7320508076;
return saturate(graded_shadows * shadows_amount + graded_mids * mids_amount + graded_highlights * highlights_amount);
}
void main() {
/* DRAWBUFFERS:7 */
#ifdef BICUBIC_UPSCALING
vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
#else
vec3 col = texture2D(colortex7,texcoord).rgb;
#endif
#ifdef CONTRAST_ADAPTATIVE_SHARPENING
//Weights : 1 in the center, 0.5 middle, 0.25 corners
vec3 albedoCurrent1 = texture2D(colortex7, texcoord + vec2(texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
vec3 albedoCurrent2 = texture2D(colortex7, texcoord + vec2(texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
vec3 albedoCurrent3 = texture2D(colortex7, texcoord + vec2(-texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
vec3 albedoCurrent4 = texture2D(colortex7, texcoord + vec2(-texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
vec3 m1 = -0.5/3.5*col + albedoCurrent1/3.5 + albedoCurrent2/3.5 + albedoCurrent3/3.5 + albedoCurrent4/3.5;
vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
float contrast = 1.0 - luma(std)/5.0;
col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast)
- (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
#endif
float lum = luma(col);
vec3 diff = col-lum;
col = col + diff*(-lum*CROSSTALK + SATURATION);
vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0);
#ifdef TONE_CURVE
FINAL_COLOR = toneCurve(FINAL_COLOR);
#endif
#ifdef COLOR_GRADING_ENABLED
FINAL_COLOR = colorGrading(FINAL_COLOR);
#endif
applyContrast(FINAL_COLOR, CONTRAST); // for fun
gl_FragData[0].rgb = FINAL_COLOR;
}