From ca39a0a6dd380663959ddffb327e26b506a216a8 Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 18 Oct 2023 17:43:29 -0400 Subject: [PATCH] redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether --- shaders/dimensions/all_particles.fsh | 21 ++-- shaders/dimensions/all_solid.fsh | 2 +- shaders/dimensions/all_translucent.fsh | 16 +-- shaders/dimensions/composite1.fsh | 87 ++++--------- shaders/dimensions/composite2.fsh | 19 ++- shaders/dimensions/deferred2.fsh | 7 +- shaders/lib/diffuse_lighting.glsl | 135 +++++++++------------ shaders/lib/indirect_lighting_effects.glsl | 40 ++++-- shaders/lib/specular.glsl | 6 +- 9 files changed, 153 insertions(+), 180 deletions(-) diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 9196597..18772e9 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -149,29 +149,24 @@ void main() { Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5; #endif - Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, Torch_Color, clamp(lightmap.xy,0,1), 3.0); - #endif - - #ifdef END_SHADER - float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(lightmap.x)),5.0)+0.1)); - TorchLM = pow(TorchLM/4,10) + pow(lightmap.x,1.5)*0.5; + vec3 AmbientLightColor = averageSkyCol_Clouds; - vec3 TorchLight = (Torch_Color * TorchLM * 0.75) * TORCH_AMOUNT; - - Indirect_lighting = max(vec3(0.5,0.75,1.0) * 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ) + TorchLight; #endif #ifdef NETHER_SHADER - vec3 AmbientLightColor = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10; + vec3 AmbientLightColor = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 15; + #endif - vec3 nothing = vec3(0.0); - Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, Torch_Color, lightmap.x, nothing, nothing, nothing); + #ifdef END_SHADER + vec3 AmbientLightColor = vec3(1.0); #endif #ifdef FALLBACK_SHADER - Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), Torch_Color, lightmap.x, vec3(0.0), feetPlayerPos); + vec3 AmbientLightColor = vec3(1.0); #endif + Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1)); + #ifndef LINES gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; #else diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index a60aaa6..56b1dde 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -397,7 +397,7 @@ void main() { // #endif #ifdef WhiteWorld - Albedo.rgb = vec3(1.0); + Albedo.rgb = vec3(0.5); #endif diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 2e60fdb..ee04a83 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -368,9 +368,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) //////////////////////////////// vec2 lightmap = lmtexcoord.zw; + #ifndef OVERWORLD_SHADER lightmap.y = 1.0; #endif + vec3 Indirect_lighting = vec3(0.0); vec3 Direct_lighting = vec3(0.0); @@ -437,14 +439,15 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) Direct_lighting = (lightCol.rgb/80.0) * NdotL * Shadows; - + vec3 AmbientLightColor = averageSkyCol_Clouds; + vec3 ambientcoefs = WS_normal / dot(abs(WS_normal), vec3(1)); float SkylightDir = ambientcoefs.y*1.5; float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.25); // float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + viewToWorld(normal).y, 0.25) * 1.35; - Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight); + // Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight); #endif #ifdef NETHER_SHADER @@ -459,19 +462,18 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) down *= pow( max(-WS_normal.y, 0), 2); AmbientLightColor += up + down; - // do all ambient lighting stuff - Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, vec3(0.0), vec3(0.0), vec3(0.0)); #endif #ifdef END_SHADER - // do all ambient lighting stuff - Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos ); + vec3 AmbientLightColor = vec3(1.0); #endif #ifdef FALLBACK_SHADER - Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, WS_normal, feetPlayerPos); + vec3 AmbientLightColor = vec3(1.0); #endif + Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy); + vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo; #ifdef Glass_Tint diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index cfb3b42..2299ef5 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -210,19 +210,16 @@ vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; - float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); + float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715) ) ); return noise ; } float R2_dither(){ + vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; vec2 alpha = vec2(0.75487765, 0.56984026); - return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; + return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } -// vec2 R2_dither(){ -// vec2 alpha = vec2(0.75487765, 0.56984026); -// return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter), fract((1.0-alpha.x) * gl_FragCoord.x + (1.0-alpha.y) * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter)); -// } float blueNoise(){ - return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * (frameCounter*0.5+0.5) ); + 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) ; @@ -943,48 +940,39 @@ void main() { ///////////////////////////////////////////////////////////////////////////////// #ifdef OVERWORLD_SHADER - vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1)); float SkylightDir = ambientcoefs.y*1.5; if(isGrass) SkylightDir = 1.25; float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25) ; - - // #if indirect_effect == 2 - // skylight = 1.0; - // #endif - #if indirect_effect != 3 || indirect_effect != 4 - Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight); - #endif - - - Indirect_lighting += LightningFlashLighting; + AmbientLightColor *= skylight; #endif #ifdef NETHER_SHADER - AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10; + AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb; - vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10; - vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 10; + vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb; + vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb; up *= pow( max( slopednormal.y, 0), 2); down *= pow( max(-slopednormal.y, 0), 2); AmbientLightColor += up + down; - - Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized, feetPlayerPos ); #endif - + #ifdef END_SHADER - Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized); + vec3 AmbientLightColor = vec3(1.0); #endif #ifdef FALLBACK_SHADER - Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos); - // if(hand) Indirect_lighting = vec3(TORCH_R,TORCH_G,TORCH_B) * 0.3; + vec3 AmbientLightColor = vec3(1.0); #endif + Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy); + + // Indirect_lighting += LightningFlashLighting; + //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////// UNDER WATER SHADING //////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// @@ -1034,12 +1022,13 @@ void main() { vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) ); vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise); - AO *= exp((1.0-SSAO_SSS.x) * -5.0); + // AO *= exp((1.0-SSAO_SSS.x) * -5.0); + AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x; SkySSS = SSAO_SSS.y; Indirect_lighting *= AO; - #endif + // GTAO #if indirect_effect == 2 vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) ); @@ -1052,7 +1041,7 @@ void main() { // RTAO and/or SSGI #if indirect_effect == 3 || indirect_effect == 4 - if (!hand) ApplySSRT(Indirect_lighting, normal, vec3(bnoise, noise_2), viewPos, lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass); + if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass); #endif #ifdef SSS_view @@ -1100,18 +1089,14 @@ void main() { #endif #ifdef OVERWORLD_SHADER - Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0); - - // do this here so it gets underwater absorbtion. - - // Direct_lighting += Direct_SSS * DirectLightColor; - Direct_lighting = max(Direct_lighting, Direct_SSS * DirectLightColor); + // do these here so it gets underwater absorbtion. + Direct_lighting = max(DirectLightColor * (NdotL * Shadows), DirectLightColor * Direct_SSS); #endif gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo; #ifdef Specular_Reflections - vec2 specularNoises = vec2(noise, interleaved_gradientNoise()); + vec2 specularNoises = vec2(noise, R2_dither()); DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand); #endif @@ -1150,29 +1135,9 @@ void main() { waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol); } #endif - // vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+150.0),lightningBoltPosition.z); - // // vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, lightningBoltPosition.y + 60,lightningBoltPosition.z); - - // gl_FragData[0].rgb = vec3(1) * CustomPhase(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0)); - // float phaseorigin = 1.0 - clamp(dot(feetPlayerPos_normalized, normalize(testPos) ),0.0,1.0); - - - // mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir); - // mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix(); - - // // vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz; - // // projectedShadowPosition = mat3(Custom_ProjectionMatrix) * projectedShadowPosition + Custom_ProjectionMatrix[3].xyz; - - // vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz; - // projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; - - // //apply distortion - // float distortFactor = calcDistort(projectedShadowPosition.xy); - // projectedShadowPosition.xy *= distortFactor; - - // projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); - - + // gl_FragData[0].rgb = vec3(1); + + /* DRAWBUFFERS:3 */ -} +} \ No newline at end of file diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 0a39eee..f375611 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -10,6 +10,7 @@ uniform sampler2D depthtex0; uniform sampler2D colortex2; uniform sampler2D colortex3; // uniform sampler2D colortex4; +uniform sampler2D colortex6; flat varying vec3 WsunVec; uniform vec3 sunVec; @@ -68,7 +69,11 @@ float interleaved_gradientNoise(){ float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter ); } - +float R2_dither(){ + vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; + vec2 alpha = vec2(0.75487765, 0.56984026); + return fract(alpha.x * coord.x + alpha.y * coord.y ) ; +} 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 @@ -223,7 +228,13 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// - +vec4 blueNoise(vec2 coord){ + return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ; +} +vec2 R2_samples(int n){ + vec2 alpha = vec2(0.75487765, 0.56984026); + return fract(alpha * n); +} void main() { /* DRAWBUFFERS:0 */ @@ -233,8 +244,8 @@ void main() { float z = texture2D(depthtex0,tc).x; vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z)); - float noise_1 = blueNoise(); - float noise_2 = interleaved_gradientNoise(); + float noise_1 = R2_dither(); + float noise_2 = blueNoise(); if (isEyeInWater == 0){ diff --git a/shaders/dimensions/deferred2.fsh b/shaders/dimensions/deferred2.fsh index 4def756..30e364b 100644 --- a/shaders/dimensions/deferred2.fsh +++ b/shaders/dimensions/deferred2.fsh @@ -39,12 +39,9 @@ vec3 toScreenSpace(vec3 p) { return fragposition.xyz / fragposition.w; } float R2_dither(){ + vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; vec2 alpha = vec2(0.75487765, 0.56984026); - return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter); -} -float R2_dither2(){ - vec2 alpha = vec2(0.75487765, 0.56984026); - return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter); + return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } float interleaved_gradientNoise(){ vec2 alpha = vec2(0.75487765, 0.56984026); diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index e357fb1..08718a3 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -1,98 +1,83 @@ -// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents. - -// uniform float nightVision; - -void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){ +vec3 DoAmbientLightColor( + vec3 SkyColor, + vec3 TorchColor, + vec2 Lightmap +){ + // do sky lighting. + float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; + SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM; + vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision); + vec3 IndirectLight = max(SkyColor, MinimumLight); + + // do torch lighting. + float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1)); + TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; + + vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM; + return IndirectLight + TorchLight; +} +vec4 RT_AmbientLight( + vec3 TorchColor, + vec2 Lightmap +){ + float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1)); TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; - TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT; + vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM; - - SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; - - SkyLight = (SkyLight * ambient_brightness) / 30.0; - SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision)); + return vec4(TorchLight, skyLM); } +// #ifdef NETHER_SHADER +// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){ -#ifdef OVERWORLD_SHADER +// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); +// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5; +// vec3 TorchLight = TorchColor * TorchLM * 0.75; +// TorchLight *= TORCH_AMOUNT; - vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){ - // Lightmap.x = 0.0; - // Lightmap.y = 1.0; - - float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1)); - TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5; - vec3 TorchLight = TorchColor * TorchLM * 0.75; - TorchLight *= TORCH_AMOUNT; - - SkyColor = (SkyColor * ambient_brightness) / 30.0; - - float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; - vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) ); - - return SkyLight * skyLightDir + TorchLight; - } - - vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){ - - vec3 SunLight = NdotL * Shadow * SunColor; - - return SunLight; - } +// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision); -#endif +// return FogColor + TorchLight ; +// } +// #endif -#ifdef NETHER_SHADER - vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){ +// #ifdef END_SHADER +// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){ - float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); - TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5; - vec3 TorchLight = TorchColor * TorchLM * 0.75; - TorchLight *= TORCH_AMOUNT; - - FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision); - - return FogColor + TorchLight ; - } -#endif - -#ifdef END_SHADER - vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){ - - float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); - TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; - vec3 TorchLight = TorchColor * TorchLM * 0.75; - TorchLight *= TORCH_AMOUNT; +// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); +// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; +// vec3 TorchLight = TorchColor * TorchLM * 0.75; +// TorchLight *= TORCH_AMOUNT; - FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05); +// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05); - vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1; +// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1; - vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ); +// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ); - return TorchLight + AmbientLight;// + AmbientLight + FogTint; - } +// return TorchLight + AmbientLight;// + AmbientLight + FogTint; +// } -#endif +// #endif -#ifdef FALLBACK_SHADER - vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){ +// #ifdef FALLBACK_SHADER +// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){ - float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); - TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; - vec3 TorchLight = TorchColor * TorchLM * 0.75; - TorchLight *= TORCH_AMOUNT; +// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1)); +// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; +// vec3 TorchLight = TorchColor * TorchLM * 0.75; +// TorchLight *= TORCH_AMOUNT; - float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0); +// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0); - float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0); - // vec3 AmbientLight = TorchColor * PlayerLight * NdotL; - vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6); +// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0); +// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL; +// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6); - return TorchLight + AmbientLight;// + AmbientLight + FogTint; - } -#endif \ No newline at end of file +// return TorchLight + AmbientLight;// + AmbientLight + FogTint; +// } +// #endif \ No newline at end of file diff --git a/shaders/lib/indirect_lighting_effects.glsl b/shaders/lib/indirect_lighting_effects.glsl index a3c9c4e..834c796 100644 --- a/shaders/lib/indirect_lighting_effects.glsl +++ b/shaders/lib/indirect_lighting_effects.glsl @@ -215,7 +215,18 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){ return vec3(1.1); } -void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){ +void ApplySSRT( + inout vec3 lighting, + vec3 viewPos, + vec3 normal, + vec3 noise, + + vec2 lightmaps, + vec3 skylightcolor, + vec3 torchcolor, + + bool isGrass +){ int nrays = RAY_COUNT; vec3 radiance = vec3(0.0); @@ -225,11 +236,10 @@ void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 vec3 occlusion2 = vec3(0.0); vec3 skycontribution2 = vec3(0.0); - - float skyLM = 0.0; - vec3 torchlight = vec3(0.0); - DoRTAmbientLighting(torchcolor, lightmaps, skyLM, torchlight, skylightcolor); + // rgb = torch color * lightmap. a = sky lightmap. + vec4 Lighting = RT_AmbientLight(torchcolor, lightmaps); + skylightcolor = (skylightcolor/15.0) * Lighting.a; for (int i = 0; i < nrays; i++){ int seed = (frameCounter%40000)*nrays+i; @@ -243,15 +253,23 @@ void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 #endif #ifdef SKY_CONTRIBUTION_IN_SSRT - if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1); - skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight; + #ifdef OVERWORLD_SHADER + if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1); + + skycontribution = (skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 10.0) * Lighting.a + Lighting.rgb; + #else + skycontribution = (skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 10.0) * Lighting.a + Lighting.rgb; + #endif #else - if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1); - - skycontribution = skylightcolor * 2 * (max(rayDir.y,0.0)*0.9+0.1) + torchlight; + + #ifdef OVERWORLD_SHADER + if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1); + #endif + + skycontribution = skylightcolor * (max(rayDir.y,0.0)*0.9+0.1) + Lighting.rgb; #if indirect_effect == 4 - skycontribution2 = skylightcolor + torchlight; + skycontribution2 = skylightcolor + Lighting.rgb; #endif #endif diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 452495f..07963e2 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -226,10 +226,10 @@ void DoSpecularReflections( // apply background reflections to the final color. make sure it does not exist based on the lightmap #ifdef Sky_reflection - #ifndef OVERWORLD_SHADER - if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals; - #else + #ifdef OVERWORLD_SHADER if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals; + #else + if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals; #endif // take fresnel and lightmap levels into account and write to the final color