make mask for leaves so ambient SSS can look good everywhere else

This commit is contained in:
Xonk
2023-06-24 18:30:46 -04:00
parent 4345e0560e
commit c46ac275df
12 changed files with 193 additions and 57 deletions

View File

@ -32,8 +32,9 @@ uniform int framemod8;
#ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
#endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
@ -81,6 +82,8 @@ in vec3 velocity;
flat varying float blockID;
flat varying float EMISSIVE;
flat varying int LIGHTNING;
flat varying int PORTAL;
flat varying float HELD_ITEM_BRIGHTNESS;
flat varying int PHYSICSMOD_SNOW;
@ -186,8 +189,13 @@ vec3 toClipSpace3(vec3 viewSpacePosition) {
{
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readNoise(in vec2 coord)
{
return texture2DGradARB(noisetex,(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
#endif
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
@ -229,6 +237,12 @@ vec3 blackbody2(float Temp)
return srgbToLinear2(col);
}
uniform float near;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -275,7 +289,7 @@ void main() {
#ifndef HAND
#ifdef WORLD
#ifdef Puddles
Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size) ).b ,5)),0,1)) * lightmap ;
Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.020 * Puddle_Size) ).b ,5)),0,1)) * lightmap ;
Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0);
Puddle_shape *= rainfall;
#endif
@ -294,7 +308,7 @@ void main() {
gl_FragDepth = gl_FragCoord.z;
#ifdef WORLD
if (dist < MAX_OCCLUSION_DISTANCE) {
if (dist < MAX_OCCLUSION_DISTANCE && PORTAL > 0) {
float depthmap = readNormal(vtexcoord.st).a;
float used_POM_DEPTH = 1.0;
@ -331,6 +345,8 @@ void main() {
// #endif
}
}
#endif
@ -340,6 +356,41 @@ void main() {
vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy, dcdx,dcdy) * color;
float endportalGLow = 0;
// if (dist < MAX_OCCLUSION_DISTANCE && PORTAL > 0) {
// Albedo = vec4(0,0,0,1);
// float used_POM_DEPTH = 1.0;
// float depth = 0.2;
// if ( viewVector.z < 0.0) {
// float noise = interleaved_gradientNoise_temp();
// vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * 0.6 ;
// used_POM_DEPTH = 1.0;
// vec3 coord = vec3(-abs(worldpos.zx)/4, 1.0);
// coord += interval * noise;
// float sumVec = noise;
// for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - depth + depth * (1-readNoise(coord.st).r - readNoise((-coord.st*3 )).b*0.2) ) < coord.p && coord.p >= 0.0; ++loopCount) {
// coord = coord+interval ;
// sumVec += 1.0 ;
// endportalGLow += 0.01*0.6;
// }
// vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
// Albedo.rgb += vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
// endportalGLow = clamp(pow(endportalGLow*3.5,5),0,1);
// }
// }
#ifdef ENTITIES
if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
@ -425,6 +476,8 @@ void main() {
#else
gl_FragData[2].a = EMISSIVE;
#endif
if(PORTAL > 0) gl_FragData[2].a = clamp(endportalGLow * 0.9 ,0,0.9);
#if SSS_TYPE == 0
gl_FragData[2].b = 0.0;
@ -542,7 +595,12 @@ void main() {
#ifdef WORLD
vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
if(LIGHTNING > 0) Albedo = vec4(1);
#ifdef WhiteWorld
Albedo.rgb = vec3(1.0);
#endif
if(LIGHTNING > 0) Albedo = vec4(1);
#ifdef AEROCHROME_MODE
vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
@ -569,9 +627,6 @@ void main() {
}
#endif
#ifdef WhiteWorld
Albedo.rgb = vec3(1.0);
#endif
#ifdef DISABLE_ALPHA_MIPMAPS
Albedo.a = texture2DLod(texture,lmtexcoord.xy,0).a;