intial changes for commit #495

This commit is contained in:
Xonk
2024-11-15 17:54:18 -05:00
parent b32041d4fc
commit b93d6f1a12
56 changed files with 3550 additions and 2274 deletions

View File

@ -36,7 +36,6 @@ uniform vec4 entityColor;
flat varying float HELD_ITEM_BRIGHTNESS;
const bool colortex4MipmapEnabled = true;
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
@ -84,11 +83,15 @@ uniform float rainStrength;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform ivec2 eyeBrightnessSmooth;
uniform float nightVision;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform vec2 texelSize;
uniform int framemod8;
uniform float viewWidth;
uniform float viewHeight;
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
@ -110,11 +113,18 @@ uniform vec3 nsunColor;
#ifdef OVERWORLD_SHADER
flat varying float Flashing;
#include "/lib/lightning_stuff.glsl"
#ifdef Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#else
vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
#endif
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
#else
uniform float nightVision;
#endif
#ifdef END_SHADER
@ -132,14 +142,12 @@ uniform vec3 nsunColor;
#include "/lib/diffuse_lighting.glsl"
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) ;
}
float interleaved_gradientNoise_temporal(){
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
#ifdef TAA
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
#else
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887);
#endif
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
@ -147,20 +155,27 @@ float interleaved_gradientNoise(){
return noise;
}
float R2_dither(){
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
vec2 coord = gl_FragCoord.xy ;
#ifdef TAA
coord += + (frameCounter%40000) * 2.0;
#endif
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float blueNoise(){
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
#endif
}
#include "/lib/TAA_jitter.glsl"
#define PW_DEPTH 1.5 //[0.5 1.0 1.5 2.0 2.5 3.0]
#define PW_POINTS 2 //[2 4 6 8 16 32]
@ -239,91 +254,10 @@ float encodeVec2(float x,float y){
}
float invLinZ (float lindepth){
return -((2.0*near/lindepth)-far-near)/(far-near);
}
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater, inout float reflectLength){
float quality = mix(15,SSR_STEPS,fresnel);
// quality = SSR_STEPS;
vec3 clipPosition = toClipSpace3(position);
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
(-near -position.z) / dir.z : far*sqrt(3.);
vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
direction.xy = normalize(direction.xy);
//get at which length the ray intersects with the edge of the screen
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
vec3 stepv = direction * mult / quality * vec3(RENDER_SCALE,1.0);
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
float minZ = clipPosition.z;
float maxZ = spos.z+stepv.z*0.5;
spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE;
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
for (int i = 0; i <= int(quality); i++) {
// decode depth buffer
// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0);
sp = invLinZ(sp);
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
spos += stepv;
//small bias
if(inwater) {
minZ = maxZ-0.00035/ld(spos.z);
}else{
minZ = maxZ-0.0001/max(ld(spos.z), (0.0 + position.z*position.z*0.001));
}
maxZ += stepv.z;
reflectLength += 1.0 / quality; // for shit
}
return vec3(1.1);
}
float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
r = max(pow(r,2.5), 0.0001);
vec3 h = l + v;
float hn = inversesqrt(dot(h, h));
float dotLH = clamp(dot(h,l)*hn,0.,1.);
float dotNH = clamp(dot(h,n)*hn,0.,1.) ;
float dotNL = clamp(dot(n,l),0.,1.);
float dotNHsq = dotNH*dotNH;
float denom = dotNHsq * r - dotNHsq + 1.;
float D = r / (3.141592653589793 * denom * denom);
float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
float k2 = .25 * r;
return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
}
uniform float dhFarPlane;
#include "/lib/DistantHorizons_projections.glsl"
@ -426,12 +360,19 @@ void Emission(
float Emission,
float exposure
){
float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * Emissive_Brightness * autoBrightnessAdjust * 0.1, pow(Emission, Emissive_Curve)); // old method.... idk why
// float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
}
uniform vec3 eyePosition;
#define FORWARD_SPECULAR
#define FORWARD_ENVIORNMENT_REFLECTION
#define FORWARD_BACKGROUND_REFLECTION
#define FORWARD_ROUGH_REFLECTION
#include "/lib/specular.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -486,7 +427,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
float UnchangedAlpha = gl_FragData[0].a;
// gl_FragData[0].a = pow(gl_FragData[0].a,3);
#ifdef WhiteWorld
gl_FragData[0].rgb = vec3(0.5);
gl_FragData[0].a = 1.0;
@ -532,8 +475,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 worldSpaceNormal = viewToWorld(normal).xyz;
vec2 TangentNormal = vec2(0); // for refractions
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
tangent.y, tangent2.y, normal.y,
@ -541,17 +482,14 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0);
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
// tangent space normals for refraction
TangentNormal = NormalTex.xy*0.5+0.5;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
#ifndef HAND
if (isWater){
vec3 posxz = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz) + cameraPosition;
// make the waves flow in the direction the water faces, except for perfectly up facing parts.
if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= (posxz.y + frameTimeCounter*3 * WATER_WAVE_SPEED) * normalize(worldSpaceNormal.xz) ;
if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= posxz.y + normalize(worldSpaceNormal.xz*10.0) * frameTimeCounter * 3.0 * WATER_WAVE_SPEED;
posxz.xyz = getParallaxDisplacement(posxz);
vec3 bump = normalize(getWaveNormal(posxz, false));
@ -560,22 +498,24 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
NormalTex.xyz = bump;
// tangent space normals for refraction
TangentNormal = (bump.xy/3.0)*0.5+0.5;
}
#endif
// tangent space normals for refraction
TangentNormal = NormalTex.xy;
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
// TangentNormal = clamp(TangentNormal + (blueNoise()*2.0-1.0)*0.005,-1.0,1.0);
gl_FragData[2] = vec4(encodeVec2(TangentNormal*0.5+0.5), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULARS /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec3 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rga;
vec3 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rga;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
////////////////////////////////////////////////////////////////////////////////
@ -594,7 +534,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#else
vec3 playerCamPos = cameraPosition;
#endif
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
if(HELD_ITEM_BRIGHTNESS > 0.0){
float pointLight = clamp(1.0-length((feetPlayerPos+cameraPosition)-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0);
lightmap.x = mix(lightmap.x , HELD_ITEM_BRIGHTNESS, pointLight*pointLight);
}
#endif
vec3 Indirect_lighting = vec3(0.0);
@ -604,7 +549,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 Direct_lighting = vec3(0.0);
#ifdef OVERWORLD_SHADER
vec3 DirectLightColor = lightCol.rgb/80.0;
vec3 DirectLightColor = lightCol.rgb/2400.0;
float NdotL = clamp(dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse))),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
float Shadows = 1.0;
@ -619,11 +564,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
Shadows *= pow(GetCloudShadow(feetPlayerPos),3);
#ifdef CLOUDS_SHADOWS
Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
#endif
Direct_lighting = DirectLightColor * NdotL * Shadows;
vec3 AmbientLightColor = averageSkyCol_Clouds/30.0;
vec3 AmbientLightColor = averageSkyCol_Clouds/900.0;
vec3 ambientcoefs = worldSpaceNormal / dot(abs(worldSpaceNormal), vec3(1.0));
float SkylightDir = ambientcoefs.y*1.5;
@ -635,26 +582,41 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
#ifdef NETHER_SHADER
Indirect_lighting = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 30.0 ;
Indirect_lighting = volumetricsFromTex(normalize(worldSpaceNormal), colortex4, 0).rgb / 1200.0 / 1.5;
#endif
#ifdef END_SHADER
// float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
// vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
// float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
// vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
// float NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
// NdotL *= NdotL;
// Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
float NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
NdotL *= NdotL;
float end_NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
end_NdotL *= end_NdotL;
Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
float fogShadow = GetEndFogShadow(feetPlayerPos+cameraPosition, lightPos);
float endPhase = endFogPhase(lightPos);
vec3 AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5;
Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow;
vec3 AmbientLightColor = vec3(0.3,0.6,1.0) ;
Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
Indirect_lighting *= 0.1;
#endif
///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
@ -680,136 +642,66 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
Emission(FinalColor, Albedo, SpecularTex.b, exposure);
#endif
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULAR LIGHTING /////////////////////////////
////////////////////////////////////////////////////////////////////////////////
#ifdef DAMAGE_BLOCK_EFFECT
#undef WATER_REFLECTIONS
#undef FORWARD_SPECULAR
#endif
#ifndef OVERWORLD_SHADER
#undef WATER_SUN_SPECULAR
#endif
#ifdef FORWARD_SPECULAR
#ifdef WATER_REFLECTIONS
// vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
float harcodedF0 = 0.02;
// if nothing is chosen, no smoothness and no reflectance
vec2 specularValues = vec2(1.0, 0.0);
// hardcode specular values for select blocks like glass, water, and slime
if(isReflective) specularValues = vec2(1.0, 0.02);
if(isReflective) specularValues = vec2(1.0, harcodedF0);
// detect if the specular texture is used, if it is, overwrite hardcoded values
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex.rg;
float roughness = pow(1.0-specularValues.r,2.0);
float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g;
float f0 = isReflective ? max(specularValues.g, harcodedF0) : specularValues.g;
#ifdef HAND
f0 = max(specularValues.g, 0.02);
f0 = max(specularValues.g, harcodedF0);
#endif
// f0 = SpecularTex.g;
// roughness = pow(1.0-specularValues.r,2.0);
// f0 = 0.9;
// roughness = 0.0;
vec3 Metals = f0 > 229.5/255.0 ? normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3) : vec3(1.0);
// make sure zero alpha is not forced to be full alpha by fresnel on items with funny normal padding
float roughness = specularValues.r;
if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
if (f0 > 0.0){
if(isReflective) f0 = max(f0, harcodedF0);
float reflectance = 0.0;
if(isReflective) f0 = max(f0, 0.02);
vec3 Reflections_Final = vec3(0.0);
vec4 Reflections = vec4(0.0);
vec3 BackgroundReflection = FinalColor;
vec3 SunReflection = vec3(0.0);
float indoors = pow(1.0-pow(1.0-min(max(lightmap.y-0.6,0.0)*3.0,1.0),0.5),2.0);
vec3 reflectedVector = reflect(normalize(viewPos), normal);
float normalDotEye = dot(normal, normalize(viewPos));
float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
/*
int seed = (frameCounter%40000) + frameCounter*2;
float noise = fract(R2_samples(seed).y + (1-blueNoise()));
mat3 Basis = CoordBase(viewToWorld(normal));
vec3 ViewDir = -normalize(feetPlayerPos)*Basis;
vec3 SamplePoints = SampleVNDFGGX(ViewDir, vec2(roughness), noise);
vec3 Ln = reflect(-ViewDir, SamplePoints);
vec3 L = Basis * Ln;
fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0);
*/
#ifdef SNELLS_WINDOW
// snells window looking thing
if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
#if !defined OVERWORLD_SHADER
vec3 WsunVec = vec3(0.0);
vec3 DirectLightColor = WsunVec;
float Shadows = 0.0;
#endif
fresnel = mix(f0, 1.0, fresnel);
// Sun, Sky, and screen-space reflections
#ifdef OVERWORLD_SHADER
#ifdef WATER_SUN_SPECULAR
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), max(roughness,0.035), f0) * Metals;
#endif
#ifdef WATER_BACKGROUND_SPECULAR
if(isEyeInWater == 0 && !isReflectiveEntity) BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 * Metals;
#endif
if(isEyeInWater == 1 && isWater) BackgroundReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1);
#else
#ifdef WATER_BACKGROUND_SPECULAR
if(isEyeInWater == 0) BackgroundReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0 * Metals;
#endif
#endif
#ifdef SCREENSPACE_REFLECTIONS
float reflectLength = 0.0;
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise_temporal(), fresnel, isEyeInWater == 1,reflectLength);
if (rtPos.z < 1.0){
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
Reflections.a = 1.0;
Reflections.rgb = texture2D(colortex5, previousPosition.xy).rgb * Metals;
}
}
#endif
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
Reflections_Final = mix(mix(FinalColor, BackgroundReflection, indoors), Reflections.rgb, Reflections.a) * fresnel * visibilityFactor;
Reflections_Final += SunReflection;
//correct alpha channel with fresnel
float alpha0 = gl_FragData[0].a;
gl_FragData[0].a = -gl_FragData[0].a * fresnel + gl_FragData[0].a + fresnel;
// prevent reflections from being darkened by buffer blending
gl_FragData[0].rgb = clamp(FinalColor / gl_FragData[0].a*alpha0*(1.0-fresnel) * 0.1 + Reflections_Final / gl_FragData[0].a * 0.1,0.0,65100.0);
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0);
} else {
gl_FragData[0].rgb = FinalColor*0.1;
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), viewToWorld(normal), roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, false, reflectance);
gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
// invert the alpha blending darkening on the color so you can interpolate between diffuse and specular and keep buffer blending
gl_FragData[0].rgb = clamp(specularReflections / gl_FragData[0].a * 0.1,0.0,65000.0);
}else{
gl_FragData[0].rgb = clamp(FinalColor * 0.1,0.0,65000.0);
}
#else
gl_FragData[0].rgb = FinalColor*0.1;
#endif
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
Emission(gl_FragData[0].rgb, Albedo, SpecularTex.b, exposure);
#endif
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > far-16*4 && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
@ -824,16 +716,20 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = normalize(normal.xyz) * 0.1;
gl_FragData[0].rgb = viewToWorld(normalize(normal.xyz)) * 0.1;
gl_FragData[0].a = 1;
#endif
#if DEBUG_VIEW == debug_INDIRECT
gl_FragData[0].rgb = Indirect_lighting* 0.1;
gl_FragData[0].rgb = Indirect_lighting * 0.1;
#endif
#if DEBUG_VIEW == debug_DIRECT
gl_FragData[0].rgb = Direct_lighting * 0.1;
#endif
gl_FragData[3].a = clamp(lightmap.y,0.0,1.0);
// gl_FragData[3].a = clamp(lightmap.y,0.0,1.0);
gl_FragData[3] = vec4(encodeVec2(lightmap.x, lightmap.y), 1, 1, 1);
}
}