mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
intial changes for commit #495
This commit is contained in:
@ -22,6 +22,7 @@ uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex6;
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D colortex10;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
uniform vec3 sunVec;
|
||||
@ -32,12 +33,21 @@ uniform float near;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
// 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 int frameCounter;
|
||||
uniform float frameTimeCounter;
|
||||
|
||||
// varying vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
// flat varying vec2 TAA_Offset;
|
||||
flat varying vec2 TAA_Offset;
|
||||
|
||||
uniform int isEyeInWater;
|
||||
uniform float rainStrength;
|
||||
@ -110,17 +120,17 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
|
||||
float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
|
||||
|
||||
if(LpvFadeF > 0.0){
|
||||
// if(length(lpvSample.xyz) > 1e-5){
|
||||
|
||||
vec4 lpvSample = SampleLpvLinear(lpvPos);
|
||||
vec3 lighting = SampleLpvLinear(lpvPos).rgb * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100.0);
|
||||
// float density = exp(-5.0 * clamp( 1.0 - length(lpvSample.xyz) / 16.0,0.0,1.0)) * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100.0) * LpvFadeF;
|
||||
float density = exp(-5.0 * (1.0-length(lighting.xyz))) * LpvFadeF;
|
||||
// float density = (1-exp(-1.0-clamp(length(lighting.rgb),0.0,1.0),25) )* LpvFadeF;
|
||||
|
||||
if(length(lpvSample.xyz) > 1e-5){
|
||||
vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
|
||||
|
||||
vec3 lighting = LpvTorchLight;
|
||||
float density = exp(-5.0 * clamp( 1.0 - length(lpvSample.xyz) / 16.0,0.0,1.0)) * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100.0) * LpvFadeF;
|
||||
// float density = 0.01 * LpvFadeF;
|
||||
|
||||
color = lighting - lighting * exp(-density*dd*dL);
|
||||
}
|
||||
// }
|
||||
}
|
||||
|
||||
return color;
|
||||
@ -130,21 +140,38 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
|
||||
float invLinZ (float lindepth){
|
||||
return -((2.0*near/lindepth)-far-near)/(far-near);
|
||||
}
|
||||
|
||||
uniform float nightVision;
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
const bool shadowHardwareFiltering = true;
|
||||
uniform sampler2DShadow shadow;
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
uniform sampler2D shadowcolor0;
|
||||
uniform sampler2DShadow shadowtex0;
|
||||
uniform sampler2DShadow shadowtex1;
|
||||
#endif
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
|
||||
|
||||
#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
|
||||
|
||||
|
||||
// uniform int dhRenderDistance;
|
||||
#define TIMEOFDAYFOG
|
||||
#include "/lib/lightning_stuff.glsl"
|
||||
#define CLOUDS_INTERSECT_TERRAIN
|
||||
|
||||
// #define CLOUDS_INTERSECT_TERRAIN
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
|
||||
#include "/lib/climate_settings.glsl"
|
||||
#include "/lib/overworld_fog.glsl"
|
||||
#endif
|
||||
#ifdef NETHER_SHADER
|
||||
@ -159,7 +186,9 @@ uniform sampler2D colortex4;
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
float interleaved_gradientNoise_temporal(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
||||
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
||||
return noise;
|
||||
}
|
||||
float interleaved_gradientNoise(){
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
@ -168,15 +197,15 @@ float interleaved_gradientNoise(){
|
||||
}
|
||||
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter );
|
||||
}
|
||||
|
||||
float R2_dither(){
|
||||
#ifdef TAA
|
||||
// #ifdef TAA
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
||||
#else
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
#endif
|
||||
// #else
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
// #endif
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
|
||||
}
|
||||
@ -226,7 +255,7 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
|
||||
|
||||
}
|
||||
|
||||
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){
|
||||
vec3 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
int spCount = 8;
|
||||
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
@ -236,35 +265,29 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
//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;
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
#endif
|
||||
|
||||
dV *= maxZ;
|
||||
rayLength *= maxZ;
|
||||
|
||||
vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
float YFade = pow(normalize(dVWorld).y*0.3+0.7,1.5);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float lowlightlevel = clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
|
||||
float lowlightlevel = clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
#else
|
||||
float lowlightlevel = 1.0;
|
||||
float lowlightlevel = 1.0;
|
||||
float phase = 0.0;
|
||||
#endif
|
||||
// lowlightlevel = pow(lowlightlevel,0.5);
|
||||
|
||||
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)
|
||||
float d = (pow(expFactor, float(i+dither.x)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
|
||||
float dd = pow(expFactor, float(i+dither.y)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
|
||||
|
||||
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
||||
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
||||
|
||||
vec3 sh = vec3(1.0);
|
||||
#ifdef OVERWORLD_SHADER
|
||||
@ -276,15 +299,18 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
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 = shadow2D( shadow, pos).x;
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
sh = vec3(shadow2D(shadowtex0, pos).x);
|
||||
|
||||
if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
|
||||
sh = normalize(texture2D(shadowcolor0, pos.xy).rgb+0.0001);
|
||||
vec4 translucentShadow = texture2D(shadowcolor0, pos.xy);
|
||||
if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
|
||||
}
|
||||
#else
|
||||
sh = vec3(shadow2D(shadow, pos).x);
|
||||
@ -292,38 +318,28 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
}
|
||||
|
||||
#ifdef VL_CLOUDS_SHADOWS
|
||||
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
|
||||
sh *= GetCloudShadow(progressW, WsunVec);
|
||||
#endif
|
||||
|
||||
|
||||
// float bubble = 1.0 - pow(1.0-pow(1.0-min(max(1.0 - length(d*dVWorld) / (16),0.0)*5.0,1.0),2.0),2.0);
|
||||
float bubble = exp( -7.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0) );
|
||||
float bubble2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
|
||||
|
||||
float sunCaustics = (waterCaustics(progressW, WsunVec)) * mix(0.25,10.0,bubble) + 0.75;
|
||||
|
||||
vec3 sunMul = exp(-1 * d * waterCoefs * 1.1);
|
||||
vec3 Directlight = ((lightSource* sh) * phase * sunMul * sunCaustics) * lowlightlevel * pow(abs(WsunVec.y),1);
|
||||
#else
|
||||
vec3 Directlight = vec3(0.0);
|
||||
#endif
|
||||
|
||||
vec3 ambientMul = exp(-1 * d * waterCoefs);
|
||||
vec3 Indirectlight = ambient * ambientMul * YFade * lowlightlevel;
|
||||
|
||||
vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
float bubble = exp2(-10.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0));
|
||||
float caustics = mix(max(max(waterCaustics(progressW, WsunVec), phase*0.5) * mix(0.5, 200.0, bubble), phase), 1.0, lowlightlevel);
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
vec3 Directlight = lightSource * sh * phase * caustics*abs(WsunVec.y) * lowlightlevel;
|
||||
vec3 Indirectlight = ambient * lowlightlevel;
|
||||
|
||||
#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
|
||||
vL += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, 1.0);
|
||||
#endif
|
||||
vec3 WaterAbsorbance = exp(-waterCoefs * rayLength * d);
|
||||
|
||||
vec3 light = (Indirectlight + Directlight) * WaterAbsorbance * scatterCoef;
|
||||
|
||||
vec3 volumeCoeff = exp(-waterCoefs * rayLength * dd);
|
||||
vL += (light - light * volumeCoeff) / waterCoefs * absorbance;
|
||||
absorbance *= volumeCoeff;
|
||||
|
||||
}
|
||||
inColor += vL;
|
||||
return vL;
|
||||
}
|
||||
// #endif
|
||||
|
||||
vec4 blueNoise(vec2 coord){
|
||||
return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
|
||||
@ -351,9 +367,130 @@ float encodeVec2(vec2 a){
|
||||
|
||||
|
||||
|
||||
// uniform int framemod8;
|
||||
// #include "/lib/TAA_jitter.glsl"
|
||||
uniform int framemod8;
|
||||
#include "/lib/TAA_jitter.glsl"
|
||||
|
||||
|
||||
|
||||
|
||||
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
|
||||
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
|
||||
{
|
||||
vec2 du = vec2(texelSize.x*2., 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y*2.);
|
||||
|
||||
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
|
||||
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
|
||||
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
|
||||
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
|
||||
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
|
||||
|
||||
vec3 dmin = dmc;
|
||||
dmin = dmin.z > dtr.z ? dtr : dmin;
|
||||
dmin = dmin.z > dtl.z ? dtl : dmin;
|
||||
dmin = dmin.z > dbl.z ? dbl : dmin;
|
||||
dmin = dmin.z > dbr.z ? dbr : dmin;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
dmin.xy = dmin.xy/RENDER_SCALE;
|
||||
#endif
|
||||
|
||||
return dmin;
|
||||
}
|
||||
|
||||
vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) {
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
mat4 projectionMatrix = depthCheck ? dhPreviousProjection : gbufferPreviousProjection;
|
||||
return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
|
||||
#else
|
||||
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 toScreenSpace_DH_special(vec3 POS, bool depthCheck ) {
|
||||
|
||||
vec4 viewPos = vec4(0.0);
|
||||
vec3 feetPlayerPos = vec3(0.0);
|
||||
vec4 iProjDiag = vec4(0.0);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
if (depthCheck) {
|
||||
iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
|
||||
|
||||
feetPlayerPos = POS * 2.0 - 1.0;
|
||||
viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
|
||||
viewPos.xyz /= viewPos.w;
|
||||
|
||||
} else {
|
||||
#endif
|
||||
iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
|
||||
|
||||
feetPlayerPos = POS * 2.0 - 1.0;
|
||||
viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
|
||||
viewPos.xyz /= viewPos.w;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
}
|
||||
#endif
|
||||
|
||||
return viewPos.xyz;
|
||||
}
|
||||
vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, vec4 color){
|
||||
vec2 texcoord = gl_FragCoord.xy * texelSize;
|
||||
|
||||
vec2 VLtexCoord = texcoord/VL_RENDER_RESOLUTION;
|
||||
|
||||
// vec3 closestToCamera = closestToCamera5taps(texcoord, depthtex0);
|
||||
// vec3 viewPos_5tap = toScreenSpace(closestToCamera);
|
||||
|
||||
// get previous frames position stuff for UV
|
||||
vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
|
||||
vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition = toClipSpace3Prev(previousPosition);
|
||||
|
||||
vec2 velocity = previousPosition.xy - VLtexCoord/RENDER_SCALE;
|
||||
previousPosition.xy = VLtexCoord + velocity;
|
||||
|
||||
vec4 currentFrame = color;
|
||||
if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
|
||||
|
||||
// vec4 col0 = currentFrame; // can use this because its the center sample.
|
||||
// vec4 col1 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, texelSize.y));
|
||||
// vec4 col2 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, -texelSize.y));
|
||||
// vec4 col3 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, -texelSize.y));
|
||||
// vec4 col4 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, texelSize.y));
|
||||
// vec4 col5 = texture2D(colortex0, VLtexCoord + vec2( 0.0, texelSize.y));
|
||||
// vec4 col6 = texture2D(colortex0, VLtexCoord + vec2( 0.0, -texelSize.y));
|
||||
// vec4 col7 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, 0.0));
|
||||
// vec4 col8 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, 0.0));
|
||||
|
||||
// vec4 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
|
||||
// vec4 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
|
||||
|
||||
// // colMin = 0.5 * (colMin + min(col0,min(col5,min(col6,min(col7,col8)))));
|
||||
// // colMax = 0.5 * (colMax + max(col0,max(col5,max(col6,max(col7,col8)))));
|
||||
|
||||
vec4 frameHistory = texture2D(colortex10, previousPosition.xy*VL_RENDER_RESOLUTION);
|
||||
vec4 clampedFrameHistory = frameHistory;
|
||||
// vec4 clampedFrameHistory = clamp(frameHistory, colMin, colMax);
|
||||
|
||||
float blendFactor = 0.25;
|
||||
blendFactor = clamp(length(velocity/texelSize),blendFactor,0.2);
|
||||
|
||||
// if(min(frameHistory.a,rejection) > 0.0) blendFactor = 1.0;
|
||||
|
||||
return mix(clampedFrameHistory, currentFrame, blendFactor);
|
||||
}
|
||||
|
||||
float convertHandDepth(float depth) {
|
||||
float ndcDepth = depth * 2.0 - 1.0;
|
||||
ndcDepth /= MC_HAND_DEPTH;
|
||||
return ndcDepth * 0.5 + 0.5;
|
||||
}
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
@ -362,88 +499,95 @@ float encodeVec2(vec2 a){
|
||||
|
||||
|
||||
void main() {
|
||||
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
|
||||
/* RENDERTARGETS:0,14 */
|
||||
#else
|
||||
/* RENDERTARGETS:0 */
|
||||
#endif
|
||||
|
||||
float noise_1 = max(1.0 - R2_dither(),0.0015);
|
||||
/* RENDERTARGETS:0 */
|
||||
|
||||
float noise_2 = blueNoise();
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
|
||||
float noise_1 = max(1.0 - R2_dither(),0.0015);
|
||||
// float noise_2 = interleaved_gradientNoise_temporal();
|
||||
vec2 bnoise = blueNoise(gl_FragCoord.xy ).rg;
|
||||
|
||||
int seed = (frameCounter*5)%40000;
|
||||
vec2 r2_sequence = R2_samples(seed).xy;
|
||||
vec2 BN = fract(r2_sequence + bnoise);
|
||||
|
||||
// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
|
||||
vec2 tc = gl_FragCoord.xy/VL_RENDER_RESOLUTION*texelSize;// + texelSize*0.5;
|
||||
|
||||
bool iswater = texture2D(colortex7,tc).a > 0.99;
|
||||
|
||||
float z0 = texture2D(depthtex0, tc).x;
|
||||
vec2 jitter = TAA_Offset/VL_RENDER_RESOLUTION*texelSize*0.5;
|
||||
|
||||
float depth = texture2D(depthtex0, tc + jitter).x;
|
||||
|
||||
float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float DH_z0 = texture2D(dhDepthTex,tc).x;
|
||||
#else
|
||||
float DH_z0 = 0.0;
|
||||
#endif
|
||||
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE , z0, DH_z0);
|
||||
vec3 playerPos_normalized = normalize(mat3(gbufferModelViewInverse) * viewPos0 + gbufferModelViewInverse[3].xyz);
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos0 + gbufferModelViewInverse[3].xyz;
|
||||
vec3 playerPos_normalized = normalize(playerPos);
|
||||
|
||||
|
||||
|
||||
float dirtAmount = Dirt_Amount + 0.01;
|
||||
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 directLightColor = lightCol.rgb/80.0;
|
||||
vec3 indirectLightColor = averageSkyCol/30.0;
|
||||
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
|
||||
vec3 directLightColor = lightCol.rgb / 2400.0;
|
||||
vec3 indirectLightColor = averageSkyCol / 1200.0;
|
||||
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0;
|
||||
|
||||
// indirectLightColor_dynamic += MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02;
|
||||
|
||||
vec3 cloudDepth = vec3(0.0);
|
||||
vec3 fogDepth = vec3(0.0);
|
||||
|
||||
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
|
||||
vec4 VolumetricClouds = renderClouds(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor, cloudDepth);
|
||||
#if defined OVERWORLD_SHADER
|
||||
// z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x;
|
||||
// viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
vec4 VolumetricClouds = GetVolumetricClouds(viewPos0, BN, WsunVec, directLightColor, indirectLightColor);
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
float skyhole = (1.0-pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection) ;
|
||||
VolumetricClouds.rgb *= skyhole;
|
||||
VolumetricClouds.a = mix(VolumetricClouds.a, 1.0, (1.0-skyhole) * caveDetection);
|
||||
|
||||
float skyhole = pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection;
|
||||
VolumetricClouds.rgb *= 1.0-skyhole;
|
||||
VolumetricClouds.a = mix(VolumetricClouds.a, 1.0, skyhole);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float atmosphereAlpha = 1.0;
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_2,noise_1), directLightColor, indirectLightColor, averageSkyCol_Clouds/30.0, atmosphereAlpha);
|
||||
VolumetricClouds.a *= atmosphereAlpha;
|
||||
|
||||
vec3 sceneColor = texelFetch2D(colortex3,ivec2(tc/texelSize),0).rgb * VolumetricClouds.a + VolumetricClouds.rgb;
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, BN, directLightColor, indirectLightColor, indirectLightColor_dynamic, atmosphereAlpha, VolumetricClouds.rgb);
|
||||
|
||||
#endif
|
||||
|
||||
#if defined NETHER_SHADER || defined END_SHADER
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
|
||||
#endif
|
||||
|
||||
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
|
||||
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a * atmosphereAlpha + VolumetricFog.rgb, VolumetricFog.a);
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, BN.x, BN.y);
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
|
||||
|
||||
#if defined OVERWORLD_SHADER
|
||||
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a*VolumetricClouds.a);
|
||||
// VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a*VolumetricClouds.a);
|
||||
#endif
|
||||
|
||||
if (isEyeInWater == 1){
|
||||
|
||||
float estEyeDepth = clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
|
||||
// estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
|
||||
estEyeDepth = 0.0;
|
||||
|
||||
// vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
|
||||
vec3 vl = vec3(0.0);
|
||||
waterVolumetrics(vl, vec3(0.0), viewPos0, estEyeDepth, estEyeDepth, length(viewPos0), noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor , dot(normalize(viewPos0), normalize(sunVec* lightCol.a ) ));
|
||||
vec3 underWaterFog = waterVolumetrics(vec3(0.0), viewPos0, length(viewPos0), BN, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor , dot(normalize(viewPos0), normalize(sunVec* lightCol.a ) ));
|
||||
|
||||
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
|
||||
|
||||
VolumetricFog = vec4(underWaterFog, 1.0);
|
||||
}
|
||||
|
||||
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
|
||||
gl_FragData[1] = vec4(VolumetricClouds.a,0.0,0.0,0.0);
|
||||
#endif
|
||||
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
|
||||
|
||||
|
||||
// vec4 currentFrame = VolumetricFog;
|
||||
// vec4 previousFrame = texture2D(colortex10, gl_FragCoord.xy * texelSize);
|
||||
|
||||
// vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos0, z0 >= 1.0, VolumetricFog);
|
||||
|
||||
// gl_FragData[1] = temporallyFilteredVL;
|
||||
|
||||
}
|
Reference in New Issue
Block a user