#version 120 #extension GL_EXT_gpu_shader4 : enable #extension GL_ARB_shader_texture_lod : enable //#define POM #define POM_MAP_RES 128.0 // [16.0 32.0 64.0 128.0 256.0 512.0 1024.0] Increase to improve POM quality #define POM_DEPTH 0.1 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] //Increase to increase POM strength #define MAX_ITERATIONS 50 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance) #define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated //#define USE_LUMINANCE_AS_HEIGHTMAP //Can generate POM on any texturepack (may look weird in some cases) #define Texture_MipMap_Bias -1.00 // Uses a another mip level for textures. When reduced will increase texture detail but may induce a lot of shimmering. [-5.00 -4.75 -4.50 -4.25 -4.00 -3.75 -3.50 -3.25 -3.00 -2.75 -2.50 -2.25 -2.00 -1.75 -1.50 -1.25 -1.00 -0.75 -0.50 -0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.25 2.50 2.75 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00] #define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases #define SSAO // screen-space ambient occlusion. #define texture_ao // ambient occlusion on the texture #ifndef USE_LUMINANCE_AS_HEIGHTMAP #ifndef MC_NORMAL_MAP #undef POM #endif #endif #ifdef POM #define MC_NORMAL_MAP #endif const float mincoord = 1.0/4096.0; const float maxcoord = 1.0-mincoord; const vec3 intervalMult = vec3(1.0, 1.0, 1.0/POM_DEPTH)/POM_MAP_RES * 1.0; const float MAX_OCCLUSION_DISTANCE = MAX_DIST; const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9; const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS; uniform vec2 texelSize; #ifdef POM varying vec4 vtexcoordam; // .st for add, .pq for mul varying vec4 vtexcoord; uniform int framemod8; #endif #include "/lib/res_params.glsl" varying vec4 lmtexcoord; varying vec4 color; varying vec4 normalMat; #ifdef MC_NORMAL_MAP varying vec4 tangent; uniform float wetness; uniform sampler2D normals; uniform sampler2D specular; #endif #ifdef POM vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); #endif uniform sampler2D texture; uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16 uniform float frameTimeCounter; uniform int frameCounter; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelView; uniform mat4 gbufferProjection; uniform mat4 gbufferModelViewInverse; uniform sampler2D noisetex;//depth float interleaved_gradientNoise(){ return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521); } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } float R2_dither(){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; } vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; return fract( a * constant1 ) * constant2 ; } mat3 inverse(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } //encode normal in two channels (xy),torch(z) and sky lightmap (w) // vec4 encode_old (vec3 n){ // return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lmtexcoord.z,lmtexcoord.w)); // } // vec4 encode_old (vec3 n, vec2 lightmaps){ // return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lightmaps.x,lightmaps.y)); // } #ifdef MC_NORMAL_MAP vec3 applyBump(mat3 tbnMatrix, vec3 bump) { float bumpmult = 1.0; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); return normalize(bump*tbnMatrix); } #endif //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 p3 = p * 2. - 1.; vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } vec3 toClipSpace3(vec3 viewSpacePosition) { return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } #ifdef POM vec4 readNormal(in vec2 coord) { return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } vec4 readTexture(in vec2 coord) { return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } #endif float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), vec2(-1.,3.)/8., vec2(5.0,1.)/8., vec2(-3,-5.)/8., vec2(-5.,5.)/8., vec2(-7.,-1.)/8., vec2(3,7.)/8., vec2(7.,-7.)/8.); //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:178 */ void main() { // float noise = interleaved_gradientNoise(); float phi = 2 * 3.14159265359; float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ; // float noise = interleaved_gradientNoise(); vec3 normal = normalMat.xyz; #ifdef MC_NORMAL_MAP vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, tangent.y, tangent2.y, normal.y, tangent.z, tangent2.z, normal.z); #endif #ifdef POM vec2 tempOffset=offsets[framemod8]; vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(fragpos); // #ifdef Depth_Write_POM gl_FragDepth = gl_FragCoord.z; // #endif if (dist < MAX_OCCLUSION_DISTANCE) { if ( viewVector.z < 0.0 && readNormal(vtexcoord.st).a < 0.9999 && readNormal(vtexcoord.st).a > 0.00001) { vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH; vec3 coord = vec3(vtexcoord.st, 1.0); coord += noise*interval; float sumVec = noise; for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH*readNormal(coord.st).a < coord.p) &&coord.p >= 0.0; ++loopCount) { coord = coord+interval; sumVec += 1.0; } if (coord.t < mincoord) { if (readTexture(vec2(coord.s,mincoord)).a == 0.0) { coord.t = mincoord; discard; } } adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE)); vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval; // #ifdef Depth_Write_POM gl_FragDepth = toClipSpace3(truePos).z; // #endif } } vec4 data0 = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy); #ifdef DISABLE_ALPHA_MIPMAPS data0.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a; #endif if (data0.a > 0.1) data0.a = normalMat.a; else data0.a = 0.0; // normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.-1.); // data0.rgb*=color.rgb; // vec4 data1 = clamp(noise*exp2(-8.)+encode_old(normal),0.,1.0); // gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w)); vec2 lm = lmtexcoord.zw; // vec3 normalTex = texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz; // normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.0-1.0); // #ifdef MC_NORMAL_MAP vec3 normalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb; #ifndef SSAO #ifdef texture_ao lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know // lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know #endif #endif normalTex.xy = normalTex.xy*2.0-1.0; normalTex.z = sqrt(1.0 - dot(normalTex.xy, normalTex.xy)); normal = applyBump(tbnMatrix,normalTex); // #endif data0.rgb*=color.rgb; float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb); data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0); vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0); gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w)); gl_FragData[1] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy); gl_FragData[1].a = 0.0; #else vec4 data0 = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias); vec4 specularMap = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias); gl_FragData[2].rgba = specularMap; data0.rgb *= color.rgb + vec3(0,255,0); float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb); data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0); #ifdef DISABLE_ALPHA_MIPMAPS data0.a = texture2DLod(texture,lmtexcoord.xy,0).a; #endif if (data0.a > 0.1) data0.a = normalMat.a; else data0.a = 0.0; vec2 lm = lmtexcoord.zw; #ifdef MC_NORMAL_MAP vec3 normalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgb; // #ifndef SSAO // #ifdef texture_ao // lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know // // lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know // #endif // #endif normalTex.xy = normalTex.xy*2.0-1.0; normalTex.z = clamp(sqrt(1.0 - dot(normalTex.xy, normalTex.xy)),0.0,1.0); normal = applyBump(tbnMatrix,normalTex); #endif // #ifdef MC_NORMAL_MAP // normal =clamp( applyBump(tbnMatrix,texture2D(normals, lmtexcoord.xy,Texture_MipMap_Bias).rgb*2.0-1.0),-1.,1.); // #endif // vec4 data1 = clamp(noise/256.+encode(normal, lm),0.,1.0); vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0); vec2 texcoord = gl_FragCoord.xy*lmtexcoord.xy; vec4 data = texture2D(colortex1,texcoord); vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x), encodeVec2(data0.y,data1.y), encodeVec2(data0.z,data1.z), encodeVec2(data1.w,data0.w)); gl_FragData[1].a = 0.0; // float emissionMat = specularMap.a < 1.0 ? specularMap.a * specularMap.a : 0.0; // gl_FragData[0].rgb = mix(gl_FragData[0].rgb, vec3(emissionMat) ,1); #endif }