fix missing vertex color. fix particles showing through block entities. improve sampling shape of ssao, ambient SSS, and shadow filtering. remade ambient SSS. temporary patch on DH water SSR. add updated zh_cn translation

This commit is contained in:
Xonk
2024-05-09 18:24:29 -04:00
parent f11e4cd4fa
commit e1787e4355
18 changed files with 431 additions and 230 deletions

View File

@ -1,5 +1,9 @@
#include "/lib/settings.glsl"
// #if defined END_SHADER || defined NETHER_SHADER
// #undef IS_LPV_ENABLED
// #endif
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#extension GL_ARB_shading_language_packing: enable
@ -43,6 +47,7 @@ uniform sampler2D colortex7;
uniform sampler2D colortex12;
uniform sampler2D colortex14;
uniform sampler2D colortex5;
uniform sampler2D colortex3;
uniform sampler2D colortex6;
uniform sampler2D texture;
@ -122,6 +127,9 @@ uniform vec3 nsunColor;
float blueNoise(){
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) ;
}
float interleaved_gradientNoise_temporal(){
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
}
@ -239,9 +247,12 @@ float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater){
vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater, inout float reflectLength){
float quality = mix(15,SSR_STEPS,fresnel);
// quality = SSR_STEPS;
vec3 clipPosition = toClipSpace3(position);
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
(-near -position.z) / dir.z : far*sqrt(3.);
@ -274,14 +285,19 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
spos += stepv;
//small bias
if(inwater) {
minZ = maxZ-0.000035/ld(spos.z);
minZ = maxZ-0.00035/ld(spos.z);
}else{
minZ = maxZ-(0.0001/dist)/ld(spos.z);
minZ = maxZ-0.0001/max(ld(spos.z), (0.0 + position.z*position.z*0.001));
}
maxZ += stepv.z;
reflectLength += 1.0 / quality; // for shit
}
return vec3(1.1);
@ -405,6 +421,75 @@ void convertHandDepth(inout float depth) {
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
void Emission(
inout vec3 Lighting,
vec3 Albedo,
float Emission,
float exposure
){
float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * Emissive_Brightness * autoBrightnessAdjust * 0.1, pow(Emission, Emissive_Curve)); // old method.... idk why
}
/*
uniform float viewWidth;
uniform float viewHeight;
void frisvad(in vec3 n, out vec3 f, out vec3 r){
if(n.z < -0.9) {
f = vec3(0.,-1,0);
r = vec3(-1, 0, 0);
} else {
float a = 1./(1.+n.z);
float b = -n.x*n.y*a;
f = vec3(1. - n.x*n.x*a, b, -n.x) ;
r = vec3(b, 1. - n.y*n.y*a , -n.y);
}
}
mat3 CoordBase(vec3 n){
vec3 x,y;
frisvad(n,x,y);
return mat3(x,y,n);
}
vec2 R2_samples(int n){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha * n);
}
float fma(float a,float b,float c){
return a * b + c;
}
//// thank you Zombye | the paper: https://ggx-research.github.io/publication/2023/06/09/publication-ggx.html
vec3 SampleVNDFGGX(
vec3 viewerDirection, // Direction pointing towards the viewer, oriented such that +Z corresponds to the surface normal
vec2 alpha, // Roughness parameter along X and Y of the distribution
float xy // Pair of uniformly distributed numbers in [0, 1)
) {
// alpha *= alpha;
// Transform viewer direction to the hemisphere configuration
viewerDirection = normalize(vec3(alpha * viewerDirection.xy, viewerDirection.z));
// Sample a reflection direction off the hemisphere
const float tau = 6.2831853; // 2 * pi
float phi = tau * xy;
float cosTheta = fma(1.0 - xy, 1.0 + viewerDirection.z, -viewerDirection.z) ;
float sinTheta = sqrt(clamp(1.0 - cosTheta * cosTheta, 0.0, 1.0));
// xonk note, i dont know what im doing but this kinda does what i want so whatever
float attemptTailClamp = clamp(sinTheta,max(cosTheta-0.25,0), cosTheta);
float attemptTailClamp2 = clamp(cosTheta,max(sinTheta-0.25,0), sinTheta);
vec3 reflected = vec3(vec2(cos(phi), sin(phi)) * attemptTailClamp2, attemptTailClamp);
// vec3 reflected = vec3(vec2(cos(phi), sin(phi)) * sinTheta, cosTheta);
// Evaluate halfway direction
// This gives the normal on the hemisphere
vec3 halfway = reflected + viewerDirection;
// Transform the halfway direction back to hemiellispoid configuation
// This gives the final sampled normal
return normalize(vec3(alpha * halfway.xy, halfway.z));
}
*/
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -532,6 +617,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULARS /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec3 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rga;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
////////////////////////////////////////////////////////////////////////////////
@ -575,16 +666,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
Direct_lighting = DirectLightColor * NdotL * Shadows;
vec3 AmbientLightColor = averageSkyCol_Clouds/30.0;
// vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1.0));
// 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, 0.2 + (1.0-lightmap.y)*0.8) ;
vec3 ambientcoefs = worldSpaceNormal / dot(abs(worldSpaceNormal), vec3(1.0));
float SkylightDir = ambientcoefs.y*1.5;
@ -658,7 +739,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
#ifdef WATER_REFLECTIONS
vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
// vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
// if nothing is chosen, no smoothness and no reflectance
vec2 specularValues = vec2(1.0, 0.0);
@ -667,7 +748,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(isReflective) specularValues = vec2(1.0, 0.02);
// detect if the specular texture is used, if it is, overwrite hardcoded values
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex;
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex.rg;
float roughness = pow(1.0-specularValues.r,2.0);
float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g;
@ -677,14 +758,15 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
f0 = max(specularValues.g, 0.02);
#endif
// specularValues = SpecularTex;
// f0 = SpecularTex.g;
// roughness = pow(1.0-specularValues.r,2.0);
// f0 = 0.9;
// roughness = 0.0;
vec3 Metals = f0 > 229.5/255.0 ? normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3) : vec3(1.0);
// make sure zero alpha is not forced to be full alpha by fresnel on items with funny normal padding
if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
// if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
if (f0 > 0.0){
@ -702,6 +784,17 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
/*
int seed = (frameCounter%40000) + frameCounter*2;
float noise = fract(R2_samples(seed).y + (1-blueNoise()));
mat3 Basis = CoordBase(viewToWorld(normal));
vec3 ViewDir = -normalize(feetPlayerPos)*Basis;
vec3 SamplePoints = SampleVNDFGGX(ViewDir, vec2(roughness), noise);
vec3 Ln = reflect(-ViewDir, SamplePoints);
vec3 L = Basis * Ln;
fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0);
*/
#ifdef SNELLS_WINDOW
// snells window looking thing
if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
@ -724,15 +817,17 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(isEyeInWater == 0) BackgroundReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0 * Metals;
#endif
#endif
#ifdef SCREENSPACE_REFLECTIONS
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise_temporal(), fresnel, isEyeInWater == 1);
if (rtPos.z < 1.){
float reflectLength = 0.0;
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise_temporal(), fresnel, isEyeInWater == 1,reflectLength);
if (rtPos.z < 1.0){
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
Reflections.a = 1.0;
Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb * Metals;
Reflections.rgb = texture2D(colortex5, previousPosition.xy).rgb * Metals;
}
}
#endif
@ -759,6 +854,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#else
gl_FragData[0].rgb = FinalColor*0.1;
#endif
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
Emission(gl_FragData[0].rgb, Albedo, SpecularTex.b, exposure);
#endif
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > far-16*4 && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
@ -774,7 +873,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = normal.xyz * 0.1 * vec3(0,0,1);
gl_FragData[0].rgb = normalize(normal.xyz) * 0.1;
#endif
#if DEBUG_VIEW == debug_INDIRECT
gl_FragData[0].rgb = Indirect_lighting* 0.1;
@ -784,5 +883,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
gl_FragData[3].a = encodeVec2(lightmap);
}
}