#include "/lib/settings.glsl" flat varying vec4 lightCol; flat varying vec3 averageSkyCol; flat varying vec3 averageSkyCol_Clouds; uniform sampler2D noisetex; uniform sampler2D depthtex0; uniform sampler2D depthtex1; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; #endif uniform sampler2D colortex2; uniform sampler2D colortex3; // uniform sampler2D colortex4; uniform sampler2D colortex6; uniform sampler2D colortex7; flat varying vec3 WsunVec; uniform vec3 sunVec; uniform float sunElevation; // uniform float far; uniform float dhFarPlane; uniform float dhNearPlane; uniform int frameCounter; uniform float frameTimeCounter; // varying vec2 texcoord; uniform vec2 texelSize; // flat varying vec2 TAA_Offset; uniform int isEyeInWater; uniform float rainStrength; uniform ivec2 eyeBrightnessSmooth; uniform float eyeAltitude; #define DHVLFOG #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) #include "/lib/color_transforms.glsl" #include "/lib/color_dither.glsl" #include "/lib/projections.glsl" #include "/lib/res_params.glsl" #include "/lib/sky_gradient.glsl" #include "/lib/Shadow_Params.glsl" #include "/lib/waterBump.glsl" #include "/lib/DistantHorizons_projections.glsl" float DH_ld(float dist) { return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane)); } float DH_inv_ld (float lindepth){ return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane); } float linearizeDepthFast(const in float depth, const in float near, const in float far) { return (near * far) / (depth * (near - far) + far); } #ifdef OVERWORLD_SHADER const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadow; #ifdef TRANSLUCENT_COLORED_SHADOWS uniform sampler2D shadowcolor0; uniform sampler2DShadow shadowtex0; uniform sampler2DShadow shadowtex1; #endif flat varying vec3 refractedSunVec; #define TIMEOFDAYFOG #include "/lib/lightning_stuff.glsl" #include "/lib/volumetricClouds.glsl" #include "/lib/overworld_fog.glsl" #endif #ifdef NETHER_SHADER uniform sampler2D colortex4; #include "/lib/nether_fog.glsl" #endif #ifdef END_SHADER uniform sampler2D colortex4; #include "/lib/end_fog.glsl" #endif #define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.) float interleaved_gradientNoise_temporal(){ return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521); } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } // float interleaved_gradientNoise(){ // return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter); // } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter ); } float R2_dither(){ #ifdef TAA vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; #else vec2 coord = gl_FragCoord.xy; #endif vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){ inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value int spCount = rayMarchSampleCount; vec3 start = toShadowSpaceProjected(rayStart); vec3 end = toShadowSpaceProjected(rayEnd); vec3 dV = (end-start); //limit ray length at 32 blocks for performance and reducing integration error //you can't see above this anyway float maxZ = min(rayLength,12.0)/(1e-8+rayLength); dV *= maxZ; rayLength *= maxZ; float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength; estEndDepth *= maxZ; estSunDepth *= maxZ; vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz; vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz); vec3 absorbance = vec3(1.0); vec3 vL = vec3(0.0); float expFactor = 11.0; for (int i=0;i pos.z && sh.x < 1.0){ sh = normalize(texture2D(shadowcolor0, pos.xy).rgb+0.0001); } #else sh = vec3(shadow2D(shadow, pos).x); #endif } #ifdef VL_CLOUDS_SHADOWS sh *= GetCloudShadow_VLFOG(progressW, WsunVec); #endif // float bubble = 1.0 - pow(1.0-pow(1.0-min(max(1.0 - length(d*dVWorld) / (16),0.0)*5.0,1.0),2.0),2.0); float bubble = exp( -7.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0) ); float bubble2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1; float sunCaustics = (waterCaustics(progressW, WsunVec)) * mix(0.25,10.0,bubble) + 0.75; vec3 sunMul = exp(-1 * d * waterCoefs * 1.1); vec3 Directlight = ((lightSource* sh) * phase * sunMul * sunCaustics) * lowlightlevel * pow(abs(WsunVec.y),1); #else vec3 Directlight = vec3(0.0); #endif vec3 ambientMul = exp(-1 * d * waterCoefs); vec3 Indirectlight = ambient * ambientMul * YFade * lowlightlevel; vec3 light = (Indirectlight + Directlight) * scatterCoef; vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance; absorbance *= exp(-waterCoefs * dd * rayLength); } inColor += vL; } // #endif vec4 blueNoise(vec2 coord){ return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ; } vec2 R2_samples(int n){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha * n); } float fogPhase2(float lightPoint){ float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0); float linear2 = 1.0 - clamp(lightPoint,0.0,1.0); float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5; exponential += sqrt(exp2(sqrt(linear) * -12.5)); return exponential; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* RENDERTARGETS:0 */ float noise_1 = max(1.0 - R2_dither(),0.0015); float noise_2 = blueNoise(); vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize; bool iswater = texture2D(colortex7,tc).a > 0.99; float z0 = texture2D(depthtex0,tc).x; #ifdef DISTANT_HORIZONS float DH_z0 = texture2D(dhDepthTex,tc).x; #else float DH_z0 = 0.0; #endif float z = texture2D(depthtex1,tc).x; #ifdef DISTANT_HORIZONS float DH_z = texture2D(dhDepthTex1,tc).x; #else float DH_z = 0.0; #endif vec3 viewPos1 = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z); vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0); vec3 playerPos = normalize(mat3(gbufferModelViewInverse) * viewPos1); // vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); float dirtAmount = Dirt_Amount + 0.01; 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; vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14; vec3 directLightColor = lightCol.rgb/80.0; vec3 indirectLightColor = averageSkyCol/30.0; vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0; #ifdef OVERWORLD_SHADER vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor); #endif #if defined NETHER_SHADER || defined END_SHADER vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2); #endif gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0); if (isEyeInWater == 1){ float estEyeDepth = clamp(eyeBrightnessSmooth.y/240.0,0.,1.0); // estEyeDepth = pow(estEyeDepth,3.0) * 32.0; estEyeDepth = 0.0; // vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); vec3 vl = vec3(0.0); waterVolumetrics(vl, vec3(0.0), viewPos0, estEyeDepth, estEyeDepth, length(viewPos0), noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor , dot(normalize(viewPos0), normalize(sunVec* lightCol.a ) )); gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.); } }