mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
WIP nether shader
This commit is contained in:
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a70542f2c4
commit
d4e8104388
@ -95,8 +95,6 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
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vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
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const int jSteps = 4;
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vec3 sunvec2 = sunVector;
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vec3 viewPosition = (sky_planetRadius + eyeAltitude) * upVector;
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vec2 aid = rsi(viewPosition, viewVector, sky_atmosphereRadius);
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@ -111,9 +109,8 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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vec3 increment = viewVector * stepSize;
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vec3 position = viewVector * sd.x + viewPosition;
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position += increment * (0.34*noise);
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vec2 phaseSun = (pow(sky_phase(dot(viewVector, sunVector ), 0.6)*3, vec2(2)) + sky_phase(dot(viewVector, sunVector ), 0.8))/2;
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// phaseSun = sky_phase(dot(viewVector, sunVector ), 0.8);
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vec2 phaseSun = sky_phase(dot(viewVector, sunVector ), 0.8);
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vec2 phaseMoon = sky_phase(dot(viewVector, moonVector), sky_mieg);
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vec3 scatteringSun = vec3(0.0);
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@ -122,11 +119,8 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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transmittance = vec3(1.0);
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// float low_sun = clamp(pow(1.0-sunVector.y,10.0) + 1.0,1.0, 2.0);
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float high_sun = clamp(pow(sunvec2.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunvec2.y))*3.) - high_sun,1.0,2.0) ;
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float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
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for (int i = 0; i < iSteps; ++i, position += increment) {
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vec3 density = sky_density(length(position));
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@ -147,6 +141,6 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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}
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vec3 scattering = scatteringSun * sunColorBase + scatteringAmbient * background + scatteringMoon*moonColorBase ;
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// scattering = vec3(0,high_sun*255.,0);
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return scattering;
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}
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@ -1,39 +1,3 @@
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///////////////// POSITION
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///////////////// POSITION
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///////////////// POSITION
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vec3 ManualLightPos = vec3(ORB_X, ORB_Y, ORB_Z);
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vec3 lighting_pos = vec3(0, -1, 0);
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vec3 lightSource = normalize(lighting_pos);
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vec3 viewspace_sunvec = mat3(gbufferModelView) * lightSource;
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vec3 WsunVec = normalize(mat3(gbufferModelViewInverse) * viewspace_sunvec);
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///////////////// COLOR
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///////////////// COLOR
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///////////////// COLOR
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vec3 LightSourceColor(){
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vec3 Color = vec3(1.0,0.75,0.5);
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return Color;
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}
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///////////////// SHAPE
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///////////////// SHAPE
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///////////////// SHAPE
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vec3 LightSourceShape(vec3 WorldPos){
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vec3 Shapes = vec3(0.0);
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vec3 Origin = WorldPos ;
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return Shapes;
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}
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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@ -50,119 +14,77 @@ float densityAtPosFog(in vec3 pos){
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float cloudVol(in vec3 pos){
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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// vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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vec3 samplePos = pos*vec3(1.0,1./48.,1.0);
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// float fog_shape = 1-densityAtPosFog(samplePos * 16.0);
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// float fog_eroded = 1-densityAtPosFog(samplePos2 * (200 + fog_shape*25));
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// float finalfog = clamp( (fog_shape*2.0 - fog_eroded*0.3) - 1.5, 0.0, 1.0);
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float finalfog = exp(max(100-pos.y,0.0) / -15) ;
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float finalfog = 1-exp(max(samplePos.y - 60,0.0) / -1);
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float floorfog = pow(exp(max(pos.y-30,0.0) / -3.0),2);
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float wind = pow(max(pos.y - 30,0.0) / 15.0,2.1);
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float noise_1 = pow(1-texture2D(noisetex, samplePos.xz/256.0 + wind/200).b,2.0);
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float noise_2 = pow(densityAtPosFog(samplePos*256 - frameTimeCounter*10 + wind*10),1) * 0.75 +0.25;
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float rooffog = exp(max(100-pos.y,0.0) / -5);
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finalfog = max(finalfog - noise_1*noise_2 - rooffog, max(floorfog -noise_2*0.2,0.0));
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return finalfog;
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}
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// float GetCloudShadow(vec3 WorldPos, vec3 LightPos, float noise){
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// float Shadow = 0.0;
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// for (int i=0; i < 3; i++){
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// // vec3 shadowSamplePos = WorldPos - LightPos.y/abs(LightPos.y) * (0.25 + pow(i,0.75)*0.25);
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// vec3 shadowSamplePos = WorldPos + LightPos * (i * 20);
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// float Cast = cloudVol(shadowSamplePos);
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// Shadow += Cast;
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// }
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// return clamp(exp(-Shadow*30),0.0,1.0);
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// }
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//Mie phase function
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// float phaseg(float x, float g){
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// float gg = g * g;
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// return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) /3.14;
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// }
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mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec4 GetVolumetricFog(
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vec3 fragpos,
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float dither
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){
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int SAMPLES = 16;
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vec3 vL = vec3(0.0);
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float absorbance = 1.0;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
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vec3 start = vec3(0.0);
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vec3 start = toShadowSpaceProjected(vec3(0.));
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = (fragposition-start);
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vec3 dV = fragposition-start;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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float maxLength = min(length(dVWorld),32.0 * 12.0)/length(dVWorld);
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float maxLength = min(length(dVWorld),far)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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//apply dither
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vec3 progress = start.xyz;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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vec3 vL = vec3(0.);
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float dL = length(dVWorld);
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vec3 fogcolor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01)) ;
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vec3 absorbance = vec3(1.0);
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float expFactor = 11.0;
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vec3 fogColor = gl_Fog.color.rgb;
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// float SdotV = dot(normalize(viewspace_sunvec), normalize(fragpos));
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// float OrbMie = phaseg(SdotV, 0.8);
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for (int i=0;i<SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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vec3 progress = start.xyz + d*dV;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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float densityVol = cloudVol(progressW) ;
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float density = min(densityVol,0.1);
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float air = 0.005;
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float Density = cloudVol(progressW);
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Density *= exp(max(progressW.y-80,0.0) / -5);
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/// THE OOOOOOOOOOOOOOOOOOOOOORB
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vec3 LightColor = LightSourceColor();
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float Air = 0.01;
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// vec3 LightPos = LightSourcePosition(progressW, cameraPosition);
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// float OrbMie = exp(length(LightPos) * -0.03) * 64.0;
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// vec3 vL0 = vec3(TORCH_R,TORCH_G,TORCH_B) * exp(max(progressW.y-30,0.0) / -10.0);
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vec3 vL0 = vec3(TORCH_R,TORCH_G,TORCH_B) * exp(Density * -50) * exp(max(progressW.y-30,0.0) / -10.0)*25 ;
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float OrbMie = clamp(exp((progressW.y - 30) / -10.) * 5,0,1);
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vL0 += (vec3(0.5,0.5,1.0)/ 5) * exp(max(100-progressW.y,0.0) / -15.0) * (1.0 - exp(Density * -1));
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LightColor *= OrbMie;
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vec3 vL1 = fogcolor / 20.0;
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float CastLight = 0.0;
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for (int j=0; j < 5; j++){
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vec3 shadowSamplePos = progressW + WsunVec * (0.5 + j * 5);
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// vec3 shadowSamplePos = progressW - LightPos.y * (j*30);
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vL += (vL0 - vL0*exp(-Density*dd*dL)) * absorbance;
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vL += (vL1 - vL1*exp(-Air*dd*dL)) * absorbance;
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float densityVol2 = cloudVol(shadowSamplePos);
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CastLight += densityVol2;
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absorbance *= exp(-(Density+Air)*dd*dL);
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}
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vec3 CastedLight = LightColor * exp(CastLight * -15);
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// #ifdef THE_ORB
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// density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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// #endif
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vec3 AmbientLight = fogColor* exp(density * -25);
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vec3 vL0 = AmbientLight;
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vec3 vL1 = vec3(1.0,0.75,0.5) * 0.1;
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vL += (vL0 - vL0*exp(-density*dd*dL)) * absorbance;
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vL += (vL1 - vL1*exp(-air*dd*dL)) * absorbance;
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absorbance *= exp(-(density+air)*dd*dL);
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}
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return mat2x3(vL,absorbance);
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return vec4(vL,absorbance);
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}
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@ -89,10 +89,6 @@ vec2 RENDER_SCALE = vec2(1.0);
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#include "/lib/nether_fog.glsl"
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vec3 normVec (vec3 vec){
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@ -4,20 +4,10 @@
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#include "/lib/settings.glsl"
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flat varying vec4 lightCol;
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// flat varying vec3 ambientUp;
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// flat varying vec3 ambientLeft;
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// flat varying vec3 ambientRight;
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// flat varying vec3 ambientB;
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// flat varying vec3 ambientF;
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// flat varying vec3 ambientDown;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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@ -32,10 +22,14 @@ uniform float frameTimeCounter;
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uniform int isEyeInWater;
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uniform vec2 texelSize;
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uniform vec3 previousCameraPosition;
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varying vec2 texcoord;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/nether_fog.glsl"
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@ -54,24 +48,20 @@ float blueNoise(){
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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varying vec2 texcoord;
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void main() {
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/* DRAWBUFFERS:0 */
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// if (isEyeInWater == 0){
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// vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
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// float z = texture2D(depthtex0,tc).x;
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// vec3 fragpos = toScreenSpace(vec3(tc,z));
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vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 fragpos = toScreenSpace(vec3(tc,z));
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// vec3 fragpos_ALT = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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vec4 VolumetricFog = GetVolumetricFog(fragpos, blueNoise());
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// float noise = blueNoise();
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// mat2x3 vl = getVolumetricRays(noise,fragpos, interleaved_gradientNoise());
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// float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
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// gl_FragData[0] = clamp(vec4(vl[0],absorbance),0.000001,65000.);
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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// } else {
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// gl_FragData[0] = vec4(0.0);
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@ -116,7 +116,7 @@ void main() {
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float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15);
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// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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float bloomyfogmult = 1.0;
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float bloomyFogMult = 1.0;
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vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams.
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@ -131,7 +131,7 @@ void main() {
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vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) );
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// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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#ifdef Refraction
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refractedCoord += normals.xy * glassdepth;
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@ -151,17 +151,16 @@ void main() {
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color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb;
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}
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if (isEyeInWater == 0){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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bloomyfogmult = 1.0 - fogdistfade*0.5 ;
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// if (isEyeInWater == 0){
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// vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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// float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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// bloomyFogMult = 1.0 - fogdistfade*0.5 ;
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color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
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}
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// color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
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// }
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// color *= vl.a;
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// color += vl.rgb;
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// bloomyfogmult *= pow(vl.a,0.1);
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color *= vl.a;
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color += vl.rgb;
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@ -169,7 +168,7 @@ void main() {
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if (isEyeInWater == 1){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
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bloomyfogmult *= fogfade*0.70+0.3 ;
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bloomyFogMult *= fogfade*0.70+0.3 ;
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}
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/// lava.
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if (isEyeInWater == 2){
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@ -179,7 +178,7 @@ void main() {
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if (isEyeInWater == 3){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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bloomyfogmult = 0.0;
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bloomyFogMult = 0.0;
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}
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// blidnesss
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if (blindness > 0.0){
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@ -192,7 +191,7 @@ void main() {
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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);
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}
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gl_FragData[0].r = bloomyfogmult;
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gl_FragData[0].r = vl.a * bloomyFogMult;
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#ifdef display_LUT
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vec2 movedTC = texcoord;
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@ -49,7 +49,6 @@ uniform ivec2 eyeBrightnessSmooth;
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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vec3 toShadowSpaceProjected(vec3 p3){
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@ -70,6 +69,8 @@ float blueNoise(){
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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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);
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||||
#include "/lib/nether_fog.glsl"
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||||
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||||
void main() {
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||||
/* DRAWBUFFERS:4 */
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||||
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@ -81,12 +82,21 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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||||
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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||||
vec3 viewVector = cartToSphere(p);
|
||||
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||||
vec3 BackgroundColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01)) * 3.0;
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||||
BackgroundColor *= abs(viewVector.y+0.5);
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||||
// vec3 BackgroundColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01)) / 30.0;
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||||
// BackgroundColor *= abs(viewVector.y+0.5);
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||||
vec3 BackgroundColor = vec3(0.0);
|
||||
|
||||
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887));
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||||
BackgroundColor += VL_Fog.rgb/5;
|
||||
|
||||
gl_FragData[0] = vec4(BackgroundColor,1.0);
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||||
}
|
||||
|
||||
//Temporally accumulate sky and light values
|
||||
vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
|
||||
vec3 curr = gl_FragData[0].rgb*150.;
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||||
gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
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||||
|
||||
//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);
|
||||
|
Loading…
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Reference in New Issue
Block a user