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

81 lines
2.3 KiB
GLSL

#include "/lib/settings.glsl"
uniform sampler2D colortex4;
uniform sampler2D colortex12;
uniform vec2 texelSize;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
uniform float near;
uniform float far;
float linZ(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
uniform float dhFarPlane;
uniform float dhNearPlane;
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 linearizeDepthFast(const in float depth, const in float near, const in float far) {
return (near * far) / (depth * (near - far) + far);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* RENDERTARGETS:4,12 */
vec3 oldTex = texelFetch2D(colortex4, ivec2(gl_FragCoord.xy), 0).xyz;
float newTex = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
#ifdef DISTANT_HORIZONS
float QuarterResDepth = texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy*4), 0).x;
if(newTex >= 1.0) newTex = sqrt(QuarterResDepth);// + 0.0001;
gl_FragData[1].a = DH_ld(QuarterResDepth)*DH_ld(QuarterResDepth)*65000.0;
#endif
if (newTex < 1.0)
gl_FragData[0] = vec4(oldTex, linZ(newTex)*linZ(newTex)*65000.0);
else
gl_FragData[0] = vec4(oldTex, 2.0);
// float depth = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
// #ifdef DISTANT_HORIZONS
// float _near = near;
// float _far = far*4.0;
// if (depth >= 1.0) {
// depth = texelFetch2D(dhDepthTex1, ivec2(gl_FragCoord.xy*4), 0).x;
// _near = dhNearPlane;
// _far = dhFarPlane;
// }
// depth = linearizeDepthFast(depth, _near, _far);
// depth = depth / dhFarPlane;
// #endif
// if(depth < 1.0)
// gl_FragData[1] = vec4(vec3(0.0), depth * depth * 65000.0);
// else
// gl_FragData[1] = vec4(vec3(0.0), 65000.0);
}