WIP nether shader

This commit is contained in:
Xonk
2023-07-26 02:10:18 -04:00
parent a70542f2c4
commit d4e8104388
6 changed files with 80 additions and 169 deletions

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@ -89,10 +89,6 @@ vec2 RENDER_SCALE = vec2(1.0);
#include "/lib/nether_fog.glsl"
vec3 normVec (vec3 vec){

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@ -4,20 +4,10 @@
#include "/lib/settings.glsl"
flat varying vec4 lightCol;
// flat varying vec3 ambientUp;
// flat varying vec3 ambientLeft;
// flat varying vec3 ambientRight;
// flat varying vec3 ambientB;
// flat varying vec3 ambientF;
// flat varying vec3 ambientDown;
flat varying float tempOffsets;
flat varying float fogAmount;
flat varying float VFAmount;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
@ -32,10 +22,14 @@ uniform float frameTimeCounter;
uniform int isEyeInWater;
uniform vec2 texelSize;
uniform vec3 previousCameraPosition;
varying vec2 texcoord;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/nether_fog.glsl"
@ -54,24 +48,20 @@ float blueNoise(){
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
varying vec2 texcoord;
void main() {
/* DRAWBUFFERS:0 */
// if (isEyeInWater == 0){
// vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
// float z = texture2D(depthtex0,tc).x;
// vec3 fragpos = toScreenSpace(vec3(tc,z));
vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
float z = texture2D(depthtex0,tc).x;
vec3 fragpos = toScreenSpace(vec3(tc,z));
// vec3 fragpos_ALT = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
vec4 VolumetricFog = GetVolumetricFog(fragpos, blueNoise());
// float noise = blueNoise();
// mat2x3 vl = getVolumetricRays(noise,fragpos, interleaved_gradientNoise());
// float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
// gl_FragData[0] = clamp(vec4(vl[0],absorbance),0.000001,65000.);
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
// } else {
// gl_FragData[0] = vec4(0.0);

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@ -116,7 +116,7 @@ void main() {
float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15);
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
float bloomyfogmult = 1.0;
float bloomyFogMult = 1.0;
vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams.
@ -131,7 +131,7 @@ void main() {
vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) );
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
#ifdef Refraction
refractedCoord += normals.xy * glassdepth;
@ -151,17 +151,16 @@ void main() {
color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb;
}
if (isEyeInWater == 0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
bloomyfogmult = 1.0 - fogdistfade*0.5 ;
// if (isEyeInWater == 0){
// vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
// float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
// bloomyFogMult = 1.0 - fogdistfade*0.5 ;
color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
}
// color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
// }
// color *= vl.a;
// color += vl.rgb;
// bloomyfogmult *= pow(vl.a,0.1);
color *= vl.a;
color += vl.rgb;
@ -169,7 +168,7 @@ void main() {
if (isEyeInWater == 1){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
bloomyfogmult *= fogfade*0.70+0.3 ;
bloomyFogMult *= fogfade*0.70+0.3 ;
}
/// lava.
if (isEyeInWater == 2){
@ -179,7 +178,7 @@ void main() {
if (isEyeInWater == 3){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
bloomyfogmult = 0.0;
bloomyFogMult = 0.0;
}
// blidnesss
if (blindness > 0.0){
@ -192,7 +191,7 @@ void main() {
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
}
gl_FragData[0].r = bloomyfogmult;
gl_FragData[0].r = vl.a * bloomyFogMult;
#ifdef display_LUT
vec2 movedTC = texcoord;

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@ -49,7 +49,6 @@ uniform ivec2 eyeBrightnessSmooth;
#include "/lib/util.glsl"
#include "/lib/ROBOBO_sky.glsl"
vec3 toShadowSpaceProjected(vec3 p3){
@ -70,6 +69,8 @@ float blueNoise(){
vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
#include "/lib/nether_fog.glsl"
void main() {
/* DRAWBUFFERS:4 */
@ -81,12 +82,21 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
vec3 viewVector = cartToSphere(p);
vec3 BackgroundColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01)) * 3.0;
BackgroundColor *= abs(viewVector.y+0.5);
// vec3 BackgroundColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01)) / 30.0;
// BackgroundColor *= abs(viewVector.y+0.5);
vec3 BackgroundColor = vec3(0.0);
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887));
BackgroundColor += VL_Fog.rgb/5;
gl_FragData[0] = vec4(BackgroundColor,1.0);
}
//Temporally accumulate sky and light values
vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
vec3 curr = gl_FragData[0].rgb*150.;
gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
//Exposure values
if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(exposure,avgBrightness,exposureF,1.0);