redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether

This commit is contained in:
Xonk
2023-10-18 17:43:29 -04:00
parent 6816f30e79
commit ca39a0a6dd
9 changed files with 153 additions and 180 deletions

View File

@ -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 */
}
}