#include "/lib/settings.glsl" #include "/lib/res_params.glsl" #include "/lib/color_transforms.glsl" #include "/lib/projections.glsl" uniform vec2 texelSize; // uniform int moonPhase; uniform float frameTimeCounter; uniform sampler2D noisetex; const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadow; uniform sampler2D dhDepthTex; // uniform sampler2D dhDepthTex0; uniform sampler2D dhDepthTex1; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex12; // uniform sampler2D colortex7; uniform sampler2D colortex5; #include "/lib/sky_gradient.glsl" #include "/lib/waterBump.glsl" #include "/lib/Shadow_Params.glsl" varying vec4 pos; varying vec4 gcolor; varying vec4 normals_and_materials; varying vec2 lightmapCoords; flat varying int isWater; // uniform float far; uniform float dhFarPlane; uniform float dhNearPlane; uniform vec3 previousCameraPosition; // uniform vec3 cameraPosition; // uniform mat4 gbufferModelView; uniform mat4 gbufferPreviousModelView; // uniform mat4 shadowModelView; // uniform mat4 shadowModelViewInverse; // uniform mat4 shadowProjection; // uniform mat4 shadowProjectionInverse; uniform int frameCounter; // uniform sampler2D colortex4; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; flat varying vec3 WsunVec2; #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) // uniform mat4 dhPreviousProjection; // uniform mat4 dhProjectionInverse; // uniform mat4 dhProjection; #include "/lib/DistantHorizons_projections.glsl" vec3 DH_toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw); vec3 feetPlayerPos = p * 2. - 1.; vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3]; return viewPos.xyz / viewPos.w; } vec3 DH_toClipSpace3(vec3 viewSpacePosition) { return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } // float DH_ld(float dist) { // return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane)); // } // float DH_invLinZ (float lindepth){ // return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane); // } 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); } uniform int isEyeInWater; uniform float rainStrength; #include "/lib/volumetricClouds.glsl" vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) { r = pow(r,2.5); // r*=r; vec3 h = l + v; float hn = inversesqrt(dot(h, h)); float dotLH = clamp(dot(h,l)*hn,0.,1.); float dotNH = clamp(dot(h,n)*hn,0.,1.) ; float dotNL = clamp(dot(n,l),0.,1.); float dotNHsq = dotNH*dotNH; float denom = dotNHsq * r - dotNHsq + 1.; float D = r / (3.141592653589793 * denom * denom); vec3 F = 0.2 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH); float k2 = .25 * r; return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2); } uniform int framemod8; 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.); vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater){ float quality = mix(15,SSR_STEPS,fresnel); vec3 clipPosition = DH_toClipSpace3(position); float rayLength = ((position.z + dir.z * dhFarPlane*sqrt(3.)) > -dhNearPlane) ? (-dhNearPlane -position.z) / dir.z : dhFarPlane*sqrt(3.); vec3 direction = normalize(DH_toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space direction.xy = normalize(direction.xy); //get at which length the ray intersects with the edge of the screen vec3 maxLengths = (step(0.,direction)-clipPosition) / direction; float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z); vec3 stepv = direction * mult / quality * vec3(RENDER_SCALE,1.0); vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv; float minZ = clipPosition.z; float maxZ = spos.z+stepv.z*0.5; spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE; float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases for (int i = 0; i <= int(quality); i++) { float sp = sqrt(texelFetch2D(colortex12,ivec2(spos.xy/texelSize/4),0).a/65000.0); sp = DH_inv_ld(sp); if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp); spos += stepv; //small bias minZ = maxZ-0.00035/DH_ld(spos.z); maxZ += stepv.z; } return vec3(1.1); } float R2_dither(){ vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715) ) ); return noise ; } vec3 viewToWorld(vec3 viewPos) { vec4 pos; pos.xyz = viewPos; 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)); } //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)); } uniform float near; // uniform float far; float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } /* RENDERTARGETS:2,7 */ void main() { bool iswater = isWater > 0; vec3 normals = normals_and_materials.xyz; vec3 playerPos = mat3(gbufferModelViewInverse) * pos.xyz; float transition = exp(-25* pow(clamp(1.0 - length(playerPos)/(far-8),0.0,1.0),2)); if(iswater){ vec3 posxz = playerPos+cameraPosition; posxz.xz -= posxz.y; vec3 waterHeightmap = normalize(getWaveHeight(posxz.xz,1.0)); float bumpmult = WATER_WAVE_STRENGTH; waterHeightmap = waterHeightmap * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); waterHeightmap = normalize(waterHeightmap); vec2 TangentNormal = waterHeightmap.xy*0.5+0.5; // gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(vec2(1.0)), encodeVec2(vec2(1.0)), 1.0); if(normals.y > 0.0) normals = vec3(waterHeightmap.x,normals.y,waterHeightmap.y); } normals = worldToView(normals); vec3 Albedo = toLinear(gcolor.rgb); gl_FragData[0] = vec4(Albedo, gcolor.a); vec4 COLORTEST = gl_FragData[0]; if(iswater){ Albedo = vec3(0.0); gl_FragData[0].a = 1.0/255.0; } // diffuse vec3 Direct_lighting = lightCol.rgb/80.0; float NdotL = max(dot(normals, WsunVec2), 0.0f); Direct_lighting *= NdotL; #ifdef CLOUDS_SHADOWS Direct_lighting *= GetCloudShadow(playerPos); #endif #ifdef DISTANT_HORIZONS_SHADOWMAP float Shadows = 1.0; mat4 DH_shadowProjection = DH_shadowProjectionTweak(shadowProjection); vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * pos.xyz + gbufferModelViewInverse[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(DH_shadowProjection) * projectedShadowPosition + DH_shadowProjection[3].xyz; //apply distortion #ifdef DISTORT_SHADOWMAP float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; #else float distortFactor = 1.0; #endif float smallbias = -0.0035; bool ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0; if(ShadowBounds){ Shadows = 0.0; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); Shadows = shadow2D(shadow, projectedShadowPosition + vec3(0.0,0.0, smallbias)).x; } Direct_lighting *= Shadows; #endif vec3 Indirect_lighting = averageSkyCol_Clouds/30.0; gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; // specular vec3 reflectedVector = reflect(normalize(pos.xyz), normals); float normalDotEye = dot(normals, normalize(pos.xyz)); float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0); fresnel = mix(0.02, 1.0, fresnel); #ifdef SNELLS_WINDOW // snells window looking thing if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0); #endif #ifdef WATER_REFLECTIONS vec4 ssReflections = vec4(0); #ifdef SCREENSPACE_REFLECTIONS vec3 rtPos = rayTrace(reflectedVector, pos.xyz, interleaved_gradientNoise(), fresnel, false); if (rtPos.z < 1.){ vec3 previousPosition = mat3(gbufferModelViewInverse) * DH_toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition; previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz; previousPosition.xy = projMAD(dhPreviousProjection, 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) { ssReflections.a = 1.0; ssReflections.rgb = texture2D(colortex5, previousPosition.xy).rgb; } } #endif vec3 skyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 ; skyReflection = mix(skyReflection, ssReflections.rgb, ssReflections.a); vec3 sunReflection = Direct_lighting * GGX(normals, -normalize(pos.xyz), WsunVec2, 0.05, vec3(0.02)); gl_FragData[0].rgb = mix(gl_FragData[0].rgb, skyReflection, fresnel) + sunReflection ; gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel); #endif gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0) ); float material = 1.0; if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){ gl_FragData[0].a = 0.0; material = 0.0; } // gl_FragData[0] = vec4(ld(texture2D(depthtex0, gl_FragCoord.xy*texelSize).x) * vec3(1.0), 1.0); // if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0); gl_FragData[1] = vec4(Albedo, material); }