tweak border fog gradients. fog settings re-organized. tiny metals fresnel tweak (it now always stays tinted)

This commit is contained in:
Xonk 2023-12-27 21:04:17 -05:00
parent ea99cf846f
commit d6a83f300c
6 changed files with 106 additions and 101 deletions

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@ -631,7 +631,6 @@ void main() {
bool inShadowmapBounds = false;
#endif
///////////////////////////// start drawin :D
if (z >= 1.0) {
#ifdef OVERWORLD_SHADER

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@ -182,8 +182,6 @@ void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
vec2 UnalteredTexcoord = Texcoord;
// Texcoord = min(Texcoord, 1.0-abs(Texcoord));
Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE );
float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g;
@ -192,85 +190,70 @@ void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
}
uniform float eyeAltitude;
void main() {
/* DRAWBUFFERS:73 */
////// --------------- SETUP STUFF --------------- //////
vec2 texcoord = gl_FragCoord.xy*texelSize;
vec4 trpData = texture2D(colortex7,texcoord);
bool iswater = trpData.a > 0.99;
float translucentAlpha = trpData.a;
// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
// float sunlight = speculartex.b;
//3x3 bilateral upscale from half resolution
float z = texture2D(depthtex0,texcoord).x;
float z2 = texture2D(depthtex1,texcoord).x;
float frDepth = ld(z2);
// vec4 vl = texture2D(colortex0,texcoord * 0.5);
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
// vec4 data_opaque = texture2D(colortex1,texcoord);
// vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
// bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
// vec2 lightmap = dataUnpacked1.yz;
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
vec3 data = texture2D(colortex11,texcoord).rgb;
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
vec2 tangentNormals = unpack0.xy*2.0-1.0;
if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
vec4 TranslucentShader = texture2D(colortex2,texcoord);
vec2 tempOffset = TAA_Offset;
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
float linearDistance = length(p3);
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
vec3 data = texture2D(colortex11,texcoord).rgb;
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
vec2 tangentNormals = unpack0.xy*2.0-1.0;
if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
vec4 TranslucentShader = texture2D(colortex2,texcoord);
////// --------------- UNPACK MISC --------------- //////
float trpData = texture2D(colortex7,texcoord).a;
////// --------------- MASKS/BOOLEANS --------------- //////
bool iswater = trpData > 0.99;
float translucentAlpha = trpData;
////// --------------- get volumetrics
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
float bloomyFogMult = 1.0;
////// --------------- distort texcoords as a refraction effect
vec2 refractedCoord = texcoord;
/// --- REFRACTION --- ///
#ifdef Refraction
ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z));
#endif
/// --- MAIN COLOR BUFFER --- ///
// it is sampled with distorted texcoords
vec3 color = texture2D(colortex3,refractedCoord).rgb;
////// --------------- MAIN COLOR BUFFER
vec3 color = texture2D(colortex3, refractedCoord).rgb;
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
#if defined OVERWORLD_SHADER && defined BorderFog
float fog = exp2(-100.0 * pow(clamp(1.0-length(p3)/far,0.0,1.0),2.0));
fog *= exp(-30.0*(pow(clamp(np3.y,0.0,1.0),2.0))) ;
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
////// --------------- BLEND TRANSLUCENT GBUFFERS
//////////// and do border fog on opaque and translucents
#if defined BorderFog
float fog = exp(-50.0 * pow(clamp(1.0-linearDistance/far,0.0,1.0),2.0));
fog *= exp(-10.0 * pow(clamp(np3.y,0.0,1.0)*4.0,2.0));
if(z >= 1.0 || isEyeInWater != 0) fog = 0.0;
color.rgb = mix(color.rgb, skyGroundColor, fog);
#endif
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
float bloomyFogMult = 1.0;
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
@ -278,83 +261,89 @@ void main() {
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
color.rgb = mix(color.rgb, skyGroundColor, fog);
#endif
}
#if defined OVERWORLD_SHADER && defined Cave_fog
if (isEyeInWater == 0 && eyeAltitude < 1500){
////// --------------- VARIOUS FOG EFFECTS (behind volumetric fog)
//////////// blindness, nightvision, liquid fogs and misc fogs
float fogdistfade = clamp( pow(length(fragpos) / far, CaveFogFallOff) ,0.0,1.0);
fogdistfade = fogdistfade*0.95 + clamp( pow(1.0 - exp((length(fragpos) / far) * -5), 2.0) ,0.0,1.0)*0.05;
float fogfade = clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0);
vec3 cavefogCol = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B);
#ifdef PER_BIOME_ENVIRONMENT
#if defined OVERWORLD_SHADER && defined CAVE_FOG
if (isEyeInWater == 0 && eyeAltitude < 1500 && lightleakfix < 1.0){
float cavefog = clamp( pow(linearDistance / far, CaveFogFallOff) ,0.0,1.0);
cavefog = cavefog*0.95 + clamp( pow(1.0 - exp((linearDistance / far) * -5), 2.0) ,0.0,1.0)*0.05;
cavefog *= exp(-30.0*(pow(clamp(np3.y-0.5,0.0,1.0),2.0))); // create a hole in the fog above, so the sky is a little visible.
vec3 cavefogCol = vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B);
cavefogCol *= clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0); // apply a vertical gradient to the fog color
#ifdef PER_BIOME_ENVIRONMENT
BiomeFogColor(cavefogCol);
#endif
color.rgb = mix(color.rgb, cavefogCol*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
color.rgb = mix(color.rgb, cavefogCol, cavefog * (1-lightleakfix));
}
#endif
////// --------------- Distance fog for the end shader
#ifdef END_SHADER
if (isEyeInWater == 0){
vec3 hazeColor = vec3(0.3,0.75,1.0) * 0.3;
float hazeDensity = clamp(1.0 - length(fragpos) / max(far, 32.0 * 24.0),0.0,1.0);
float hazeDensity = clamp(1.0 - linearDistance / max(far, 32.0 * 24.0),0.0,1.0);
color.rgb = mix(hazeColor, color.rgb, hazeDensity) ;
}
#endif
// underwater fog
////// --------------- underwater fog
if (isEyeInWater == 1){
float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
vec3 fogfade = clamp( exp( (linearDistance / -4) * totEpsilon ) ,0.0,1.0);
fogfade *= 1.0 - clamp( linearDistance / far,0.0,1.0);
color.rgb *= fogfade ;
color.rgb *= fogfade;
bloomyFogMult *= 0.3;
}
// apply VL fog to the scene
////// --------------- BLEND FOG INTO SCENE
//////////// apply VL fog over opaque and translucents
color *= vl.a;
color += vl.rgb;
////// --------------- VARIOUS FOG EFFECTS (in front of volumetric fog)
//////////// blindness, nightvision, liquid fogs and misc fogs
////// --------------- bloomy rain effect
#ifdef OVERWORLD_SHADER
// bloomy rain effect
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
#endif
/// lava.
////// --------------- lava.
if (isEyeInWater == 2){
color.rgb = vec3(4.0,0.5,0.1);
}
/// powdered snow
///////// --------------- powdered snow
if (isEyeInWater == 3){
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(linearDistance*0.5,0.,1.));
bloomyFogMult = 0.0;
}
// blidnesss
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
////// --------------- blidnesss
color.rgb *= mix(1.0,clamp( exp(pow(linearDistance*(blindness*0.2),2) * -5),0.,1.) , blindness);
// darkness effect
//////// --------------- darkness effect
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
////// --------------- FINALIZE
#ifdef display_LUT
vec2 movedTC = texcoord;
vec3 thingy = texture2D(colortex4,movedTC).rgb / 30;
@ -366,7 +355,5 @@ void main() {
#endif
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
}

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@ -122,7 +122,7 @@ screen.Fog = 雾气设置
option.PER_BIOME_ENVIRONMENT = 生物群系特定雾气
screen.Cave_Fog = 洞穴雾气
option.Cave_fog = 洞穴雾气
option.CAVE_FOG = 洞穴雾气
option.CaveFogFallOff = 洞穴雾气渐消曲线
option.CaveFogColor_R = 洞穴雾气红色比重
option.CaveFogColor_G = 洞穴雾气绿色比重

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@ -169,14 +169,15 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
#define BLOOMY_FOG 1.5 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define BLOOM_STRENGTH 4.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0]
#define Cave_fog
#define CAVE_FOG
#ifdef CAVE_FOG
#endif
#define CaveFogFallOff 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define CaveFogColor_R 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define CaveFogColor_G 0.2 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define CaveFogColor_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
// #define BorderFog
#define BorderFog
#if !defined OVERWORLD_SHADER
#undef BorderFog
#endif

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@ -221,7 +221,7 @@ void DoSpecularReflections(
bool hasReflections = Roughness_Threshold == 1.0 ? true : F0 * (1.0 - Roughness * Roughness_Threshold) > 0.01;
// mulitply all reflections by the albedo if it is a metal.
vec3 Metals = F0 > 229.5/255.0 ? lerp(Albedo, vec3(1.0), Fresnel) : vec3(1.0);
vec3 Metals = F0 > 229.5/255.0 ? max(Albedo, Fresnel) : vec3(1.0);
// --------------- BACKGROUND REFLECTIONS
// apply background reflections to the final color. make sure it does not exist based on the lightmap

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@ -185,12 +185,30 @@ PhysicsMod_support [LabPBR]
### FOG
screen.Fog.columns=2
screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
VL_SAMPLES RainFog_amount \
BLOOMY_FOG [TOD_fog] \
BorderFog [Cave_Fog] \
FOG_START_HEIGHT [END_AND_NETHER_FOG] \
RAYMARCH_CLOUDS_WITH_FOG PER_BIOME_ENVIRONMENT
# screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES FOG_START_HEIGHT \
# Haze_amount RainFog_amount BLOOMY_FOG \
# BorderFog PER_BIOME_ENVIRONMENT RAYMARCH_CLOUDS_WITH_FOG \
# [Cave_Fog] [TOD_fog] [END_AND_NETHER_FOG]
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \
FOG_START_HEIGHT BLOOMY_FOG \
<empty> <empty> \
Haze_amount RainFog_amount \
[TOD_fog] [Cave_Fog] \
[END_AND_NETHER_FOG] <empty> \
<empty> <empty> \
BorderFog PER_BIOME_ENVIRONMENT \
RAYMARCH_CLOUDS_WITH_FOG
# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
# VL_SAMPLES RainFog_amount \
# BLOOMY_FOG [TOD_fog] \
# FOG_START_HEIGHT [Cave_Fog] \
# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
# RAYMARCH_CLOUDS_WITH_FOG BorderFog
@ -198,12 +216,12 @@ PhysicsMod_support [LabPBR]
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
screen.Cave_Fog.columns=1
screen.Cave_Fog = Cave_fog CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
screen.Cave_Fog = CAVE_FOG CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
screen.Fog_Color.columns=1
screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
screen.END_AND_NETHER_FOG.columns=2
screen.END_AND_NETHER_FOG.columns=1
screen.END_AND_NETHER_FOG = END_STORM_DENSTIY PLUME_DENSITY
### WATER