Bliss-Shader/shaders/dimensions/all_translucent.fsh
Xonk 25a2284a60 LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
2024-05-04 21:08:24 -04:00

781 lines
24 KiB
GLSL

#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
uniform vec4 entityColor;
#ifdef OVERWORLD_SHADER
const bool shadowHardwareFiltering = true;
uniform sampler2DShadow shadow;
#ifdef TRANSLUCENT_COLORED_SHADOWS
uniform sampler2D shadowcolor0;
uniform sampler2DShadow shadowtex0;
uniform sampler2DShadow shadowtex1;
#endif
uniform float lightSign;
flat varying vec3 WsunVec;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
#endif
flat varying float HELD_ITEM_BRIGHTNESS;
const bool colortex4MipmapEnabled = true;
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex1;
#endif
uniform sampler2D colortex7;
uniform sampler2D colortex12;
uniform sampler2D colortex14;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D texture;
uniform sampler2D specular;
uniform sampler2D normals;
#ifdef IS_LPV_ENABLED
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
varying vec4 tangent;
varying vec4 normalMat;
varying vec3 binormal;
varying vec3 flatnormal;
flat varying float exposure;
uniform vec3 sunVec;
uniform float near;
// uniform float far;
uniform float sunElevation;
uniform int isEyeInWater;
uniform float rainStrength;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform ivec2 eyeBrightnessSmooth;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform vec2 texelSize;
uniform int framemod8;
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
uniform float moonIntensity;
uniform float sunIntensity;
uniform vec3 sunColor;
uniform vec3 nsunColor;
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/waterBump.glsl"
#ifdef OVERWORLD_SHADER
flat varying float Flashing;
#include "/lib/lightning_stuff.glsl"
#include "/lib/volumetricClouds.glsl"
#else
uniform sampler2D colortex4;
uniform float nightVision;
#endif
#ifdef END_SHADER
#include "/lib/end_fog.glsl"
#endif
#ifdef IS_LPV_ENABLED
#include "/lib/hsv.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_render.glsl"
#endif
#include "/lib/diffuse_lighting.glsl"
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
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 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 ) ;
}
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.);
#define PW_DEPTH 1.5 //[0.5 1.0 1.5 2.0 2.5 3.0]
#define PW_POINTS 2 //[2 4 6 8 16 32]
varying vec3 viewVector;
vec3 getParallaxDisplacement(vec3 posxz) {
vec3 parallaxPos = posxz;
vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
// float waterHeight = (1.0 - (getWaterHeightmap(posxz.xz)*0.5+0.5)) * 2.0 - 1.0;
float waterHeight = getWaterHeightmap(posxz.xz) * 2.0;
parallaxPos.xz -= waterHeight * vec;
return parallaxPos;
}
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
float bumpmult = puddle_values;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
//
return normalize(bump*tbnMatrix);
}
// vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
// {
// float alpha = (sampleNumber+jitter)/nb;
// float angle = jitter*6.28 + alpha * nbRot * 6.28;
// float sin_v, cos_v;
// sin_v = sin(angle);
// cos_v = cos(angle);
// return vec2(cos_v, sin_v)*sqrt(alpha);
// }
vec2 tapLocation_simple(
int samples, int totalSamples, float rotation, float rng
){
const float PI = 3.141592653589793238462643383279502884197169;
float alpha = float(samples + rng) * (1.0 / float(totalSamples));
float angle = alpha * (rotation * PI);
float sin_v = sin(angle);
float cos_v = cos(angle);
return vec2(cos_v, sin_v) * sqrt(alpha);
}
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));
}
float invLinZ (float lindepth){
return -((2.0*near/lindepth)-far-near)/(far-near);
}
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){
float quality = mix(15,SSR_STEPS,fresnel);
vec3 clipPosition = toClipSpace3(position);
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
(-near -position.z) / dir.z : far*sqrt(3.);
vec3 direction = normalize(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*dither;
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++) {
// decode depth buffer
// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0);
sp = invLinZ(sp);
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);
}else{
minZ = maxZ-(0.0001/dist)/ld(spos.z);
}
maxZ += stepv.z;
}
return vec3(1.1);
}
float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
r = max(pow(r,2.5), 0.0001);
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);
float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
float k2 = .25 * r;
return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
}
uniform float dhFarPlane;
#include "/lib/DistantHorizons_projections.glsl"
// #undef BASIC_SHADOW_FILTER
#ifdef OVERWORLD_SHADER
float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise){
if(maxDistFade <= 0.0) return 1.0;
// setup shadow projection
vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
// un-distort
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor;
#else
float distortFactor = 1.0;
#endif
// hamburger
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
float shadowmap = 0.0;
vec3 translucentTint = vec3(0.0);
#ifndef HAND
projectedShadowPosition.z -= 0.0001;
#endif
#if defined ENTITIES
projectedShadowPosition.z -= 0.0002;
#endif
#ifdef BASIC_SHADOW_FILTER
int samples = int(SHADOW_FILTER_SAMPLE_COUNT * 0.5);
float rdMul = 14.0*distortFactor*d0*k/shadowMapResolution;
for(int i = 0; i < samples; i++){
vec2 offsetS = tapLocation_simple(i, 7, 9, noise) *0.5;
projectedShadowPosition.xy += rdMul*offsetS;
#else
int samples = 1;
#endif
#ifdef TRANSLUCENT_COLORED_SHADOWS
// determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth
float shadowDepthDiff = pow(clamp((shadow2D(shadowtex1, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0);
// get opaque shadow data to get opaque data from translucent shadows.
float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
shadowmap += max(opaqueShadow, shadowDepthDiff);
// get translucent shadow data
vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
// this curve simply looked the nicest. it has no other meaning.
float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2);
// normalize the color to remove luminance, and keep the hue. remove all opaque color.
// mulitply shadow alpha to shadow color, but only on surfaces facing the lightsource. this is a tradeoff to protect subsurface scattering's colored shadow tint from shadow bias on the back of the caster.
translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha;
// make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0
translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff);
#else
shadowmap += shadow2D(shadow, projectedShadowPosition).x;
#endif
#ifdef BASIC_SHADOW_FILTER
}
#endif
#ifdef TRANSLUCENT_COLORED_SHADOWS
// tint the lightsource color with the translucent shadow color
directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
#endif
return mix(1.0, shadowmap / samples, maxDistFade);
}
#endif
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* RENDERTARGETS:2,7,11,14 */
void main() {
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
vec3 FragCoord = gl_FragCoord.xyz;
#ifdef HAND
convertHandDepth(FragCoord.z);
#endif
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// MATERIAL MASKS ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
float MATERIALS = normalMat.w;
// 1.0 = water mask
// 0.9 = entity mask
// 0.8 = reflective entities
// 0.7 = reflective blocks
// 0.1 = hand mask
#ifdef HAND
MATERIALS = 0.1;
#endif
// bool isHand = abs(MATERIALS - 0.1) < 0.01;
bool isWater = MATERIALS > 0.99;
bool isReflectiveEntity = abs(MATERIALS - 0.8) < 0.01;
bool isReflective = abs(MATERIALS - 0.7) < 0.01 || isWater || isReflectiveEntity;
bool isEntity = abs(MATERIALS - 0.9) < 0.01 || isReflectiveEntity;
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// ALBEDO /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
float UnchangedAlpha = gl_FragData[0].a;
#ifdef WhiteWorld
gl_FragData[0].rgb = vec3(0.5);
gl_FragData[0].a = 1.0;
#endif
vec3 Albedo = toLinear(gl_FragData[0].rgb);
#ifndef WhiteWorld
#ifdef Vanilla_like_water
if (isWater) Albedo *= sqrt(luma(Albedo));
#else
if (isWater){
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
}
#endif
#endif
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
#endif
vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
#ifdef BIOME_TINT_WATER
if (isWater) GLASS_TINT_COLORS.rgb = toLinear(color.rgb);
#endif
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// NORMALS ///////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec3 normal = normalMat.xyz; // in viewSpace
vec3 worldSpaceNormal = viewToWorld(normal).xyz;
vec2 TangentNormal = vec2(0); // for refractions
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);
vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0);
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
// tangent space normals for refraction
TangentNormal = NormalTex.xy*0.5+0.5;
#ifndef HAND
if (isWater){
vec3 posxz = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz) + cameraPosition;
// make the waves flow in the direction the water faces, except for perfectly up facing parts.
if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= (posxz.y + frameTimeCounter*3 * WATER_WAVE_SPEED) * normalize(worldSpaceNormal.xz) ;
posxz.xyz = getParallaxDisplacement(posxz);
vec3 bump = normalize(getWaveNormal(posxz, false));
float bumpmult = 10.0 * WATER_WAVE_STRENGTH;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
NormalTex.xyz = bump;
// tangent space normals for refraction
TangentNormal = (bump.xy/3.0)*0.5+0.5;
}
#endif
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec2 lightmap = lmtexcoord.zw;
// lightmap.y = 1.0;
#ifndef OVERWORLD_SHADER
lightmap.y = 1.0;
#endif
#ifdef Hand_Held_lights
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
#endif
vec3 Indirect_lighting = vec3(0.0);
vec3 MinimumLightColor = vec3(1.0);
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
vec3 Direct_lighting = vec3(0.0);
#ifdef OVERWORLD_SHADER
vec3 DirectLightColor = lightCol.rgb/80.0;
float NdotL = clamp(dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse))),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
float Shadows = 1.0;
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
Shadows = ComputeShadowMap(DirectLightColor, shadowPlayerPos, shadowMapFalloff, blueNoise());
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
Shadows *= pow(GetCloudShadow(feetPlayerPos),3);
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;
float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.2);
AmbientLightColor *= skylight;
#endif
#ifdef NETHER_SHADER
// vec3 AmbientLightColor = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 15.0;
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
// up *= pow( max( worldSpaceNormal.y, 0), 2);
// down *= pow( max(-worldSpaceNormal.y, 0), 2);
// AmbientLightColor += up + down;
vec3 AmbientLightColor = vec3(0.1);
#endif
#ifdef END_SHADER
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
float NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
NdotL *= NdotL;
Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
vec3 AmbientLightColor = vec3(0.5,0.75,1.0) * 0.9 + 0.1;
AmbientLightColor *= clamp(1.5 + dot(worldSpaceNormal, normalize(feetPlayerPos))*0.5,0,2);
#endif
#ifdef IS_LPV_ENABLED
vec3 lpvPos = GetLpvPosition(feetPlayerPos);
#ifdef LPV_NORMAL_OFFSET
lpvPos += -0.5*worldSpaceNormal + viewToWorld(normal);
#else
lpvPos += 0.5*worldSpaceNormal;
#endif
#else
const vec3 lpvPos = vec3(0.0);
#endif
Indirect_lighting = DoAmbientLightColor(lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULAR LIGHTING /////////////////////////////
////////////////////////////////////////////////////////////////////////////////
#ifdef DAMAGE_BLOCK_EFFECT
#undef WATER_REFLECTIONS
#endif
// #ifdef ENTITIES
// #undef WATER_BACKGROUND_SPECULAR
// #endif
#ifndef OVERWORLD_SHADER
#undef WATER_SUN_SPECULAR
#endif
#ifdef WATER_REFLECTIONS
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);
// hardcode specular values for select blocks like glass, water, and slime
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;
float roughness = pow(1.0-specularValues.r,2.0);
float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g;
#ifdef HAND
f0 = max(specularValues.g, 0.02);
#endif
// specularValues = SpecularTex;
// 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 (f0 > 0.0){
if(isReflective) f0 = max(f0, 0.02);
vec3 Reflections_Final = vec3(0.0);
vec4 Reflections = vec4(0.0);
vec3 BackgroundReflection = FinalColor;
vec3 SunReflection = vec3(0.0);
float indoors = pow(1.0-pow(1.0-min(max(lightmap.y-0.6,0.0)*3.0,1.0),0.5),2.0);
vec3 reflectedVector = reflect(normalize(viewPos), normal);
float normalDotEye = dot(normal, normalize(viewPos));
float fresnel = pow(clamp(1.0 + normalDotEye, 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);
#endif
fresnel = mix(f0, 1.0, fresnel);
// Sun, Sky, and screen-space reflections
#ifdef OVERWORLD_SHADER
#ifdef WATER_SUN_SPECULAR
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), max(roughness,0.035), f0) * Metals;
#endif
#ifdef WATER_BACKGROUND_SPECULAR
if(isEyeInWater == 0 && !isReflectiveEntity) BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 * Metals;
#endif
if(isEyeInWater == 1 && isWater) BackgroundReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1);
#else
#ifdef WATER_BACKGROUND_SPECULAR
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.){
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;
}
}
#endif
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
Reflections_Final = mix(mix(FinalColor, BackgroundReflection, indoors), Reflections.rgb, Reflections.a) * fresnel * visibilityFactor;
Reflections_Final += SunReflection;
//correct alpha channel with fresnel
float alpha0 = gl_FragData[0].a;
gl_FragData[0].a = -gl_FragData[0].a * fresnel + gl_FragData[0].a + fresnel;
// prevent reflections from being darkened by buffer blending
gl_FragData[0].rgb = clamp(FinalColor / gl_FragData[0].a*alpha0*(1.0-fresnel) * 0.1 + Reflections_Final / gl_FragData[0].a * 0.1,0.0,65100.0);
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0);
} else {
gl_FragData[0].rgb = FinalColor*0.1;
}
#else
gl_FragData[0].rgb = FinalColor*0.1;
#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;
if(WATER) gl_FragData[0].a = 0.0;
#endif
#ifndef HAND
gl_FragData[1] = vec4(Albedo, MATERIALS);
#endif
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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);
#endif
#if DEBUG_VIEW == debug_INDIRECT
gl_FragData[0].rgb = Indirect_lighting* 0.1;
#endif
#if DEBUG_VIEW == debug_DIRECT
gl_FragData[0].rgb = Direct_lighting * 0.1;
#endif
gl_FragData[3].a = encodeVec2(lightmap);
}
}