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

538 lines
15 KiB
GLSL

#include "/lib/settings.glsl"
flat varying vec3 WsunVec;
flat varying vec2 TAA_Offset;
#include "/lib/res_params.glsl"
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
uniform sampler2D colortex1;
uniform sampler2D colortex3; // Noise
uniform sampler2D colortex6; // Noise
uniform sampler2D colortex8; // Noise
uniform sampler2D colortex14; // Noise
uniform sampler2D colortex12; // Noise
uniform sampler2D colortex15; // Noise
uniform sampler2D shadow;
// #ifdef TRANSLUCENT_COLORED_SHADOWS
uniform sampler2D shadowcolor0;
uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
// #endif
uniform sampler2D noisetex;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform int frameCounter;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform vec3 previousCameraPosition;
uniform mat4 gbufferPreviousProjection;
uniform mat4 gbufferPreviousModelView;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
uniform float viewWidth;
uniform float aspectRatio;
uniform float viewHeight;
// uniform float far;
uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
#define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0)
#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 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
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)*alpha;
}
vec2 tapLocation2(int sampleNumber, int nb, float jitter){
float alpha = (sampleNumber+jitter)/nb;
float angle = jitter*6.28 + alpha * 84.0 * 6.28;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*sqrt(alpha);
}
vec3 decode (vec2 encn){
vec3 n = vec3(0.0);
encn = encn * 2.0 - 1.0;
n.xy = abs(encn);
n.z = 1.0 - n.x - n.y;
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
return clamp(normalize(n.xyz),-1.0,1.0);
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
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 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 ) ;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
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);
}
vec3 viewToWorld(vec3 viewPos) {
vec4 pos;
pos.xyz = viewPos;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
#include "/lib/Shadow_Params.glsl"
const float PI = 3.141592653589793238462643383279502884197169;
vec2 tapLocation_simple(
int samples, int totalSamples, float rotation, float rng
){
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);
}
vec2 SpiralSample(
int samples, int totalSamples, float rotation, float Xi
){
Xi = max(Xi,0.0015);
float alpha = float(samples + Xi) * (1.0 / float(totalSamples));
float theta = (2.0 *3.14159265359) * alpha * rotation;
float r = sqrt(Xi);
float x = r * sin(theta);
float y = r * cos(theta);
return vec2(x, y);
}
vec3 cosineHemisphereSample(vec2 Xi){
float theta = 2.0 * 3.14159265359 * Xi.y;
float r = sqrt(Xi.x);
float x = r * cos(theta);
float y = r * sin(theta);
return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
}
vec3 rodSample(vec2 Xi)
{
float r = sqrt(Xi.x);
float phi = 2 * 3.14159265359 * Xi.y;
return normalize(vec3(cos(phi) * r, sin(phi) * r, sqrt(clamp(1.0 - Xi.x,0.,1.)))).xzy;
}
#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);
}
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
float convertHandDepth_2(in float depth, bool hand) {
if(!hand) return depth;
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
vec2 SSAO(
vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
){
// if(hand) return vec2(1.0,0.0);
int samples = 7;
float occlusion = 0.0;
float sss = 0.0;
float dist = 1.0 + clamp(viewPos.z*viewPos.z/50.0,0,5); // shrink sample size as distance increases
float mulfov2 = gbufferProjection[1][1]/(3 * dist);
float maxR2 = viewPos.z*viewPos.z*mulfov2*2.0 * 5.0 / mix(4.0, 50.0, clamp(viewPos.z*viewPos.z - 0.1,0,1));
#ifdef Ambient_SSS
float maxR2_2 = viewPos.z*viewPos.z*mulfov2*2.*2./50.0;
float dist3 = clamp(1-exp( viewPos.z*viewPos.z / -50),0,1);
if(leaves) maxR2_2 = mix(10, maxR2_2, dist3);
#endif
vec2 acc = -(TAA_Offset*(texelSize/2.0))*RENDER_SCALE ;
vec2 BLUENOISE = blueNoise(gl_FragCoord.xy).rg;
int n = 0;
for (int i = 0; i < samples; i++) {
vec2 sampleOffset = SpiralSample(i, 7, 8, noise) * mulfov2 * clamp(0.05 + i*0.095, 0.0,0.3) ;
ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
#ifdef DISTANT_HORIZONS
float dhdepth = texelFetch2D(dhDepthTex1, offset,0).x;
#else
float dhdepth = 0.0;
#endif
vec3 t0 = toScreenSpace_DH((offset*texelSize+acc+0.5*texelSize) * (1.0/RENDER_SCALE), convertHandDepth_2(texelFetch2D(depthtex1, offset,0).x, hand), dhdepth);
vec3 vec = (t0.xyz - viewPos);
float dsquared = dot(vec, vec);
if (dsquared > 1e-5){
if (dsquared < maxR2){
float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
occlusion += NdotV * clamp(1.0-dsquared/maxR2,0.0,1.0);
}
#ifdef Ambient_SSS
if(dsquared > maxR2_2){
float NdotV = 1.0 - clamp(dot(vec*dsquared, normalize(normal)),0.,1.);
sss += max((NdotV - (1.0-NdotV)) * clamp(1.0-maxR2_2/dsquared,0.0,1.0) ,0.0);
}
#endif
n += 1;
}
}
}
return max(1.0 - vec2(occlusion, sss)/n, 0.0);
}
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));
}
// #include "/lib/indirect_lighting_effects.glsl"
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth, bool hand)
{
vec2 du = vec2(texelSize.x*2., 0.0);
vec2 dv = vec2(0.0, texelSize.y*2.);
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
if(hand){
convertHandDepth(dtl.z);
convertHandDepth(dtr.z);
convertHandDepth(dmc.z);
convertHandDepth(dbl.z);
convertHandDepth(dbr.z);
}
vec3 dmin = dmc;
dmin = dmin.z > dtr.z ? dtr : dmin;
dmin = dmin.z > dtl.z ? dtl : dmin;
dmin = dmin.z > dbl.z ? dbl : dmin;
dmin = dmin.z > dbr.z ? dbr : dmin;
#ifdef TAA_UPSCALING
dmin.xy = dmin.xy/RENDER_SCALE;
#endif
return dmin;
}
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
float sampleDepth(sampler2D depthTex, vec2 texcoord, bool hand){
// return texture2D(depthTex, texcoord).r;
return convertHandDepth_2(texture2D(depthTex, texcoord).r, hand);
}
/* RENDERTARGETS:3,14,12*/
void main() {
float noise = R2_dither();
vec2 texcoord = gl_FragCoord.xy*texelSize;
float z = texture2D(depthtex1,texcoord).x;
#ifdef DISTANT_HORIZONS
float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
float swappedDepth = z >= 1.0 ? DH_depth1 : z;
#else
float DH_depth1 = 1.0;
float swappedDepth = z;
#endif
vec4 SHADOWDATA = vec4(0.0);
vec4 data = texture2D(colortex1,texcoord);
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
vec3 normal = mat3(gbufferModelViewInverse) * clamp(worldToView( decode(dataUnpacked0.yw) ),-1.,1.);
vec2 lightmap = dataUnpacked1.yz;
gl_FragData[1] = vec4(0.0,0.0,0.0, texture2D(colortex14,texcoord).a );
// bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01;
// bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
// bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
if(hand){
convertHandDepth(z);
}
vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z, DH_depth1);
#if defined DENOISE_SSS_AND_SSAO && indirect_effect == 1
float depth = z;
#ifdef DISTANT_HORIZONS
float _near = near;
float _far = far*4.0;
if (depth >= 1.0) {
depth = DH_depth1;
_near = dhNearPlane;
_far = dhFarPlane;
}
depth = linearizeDepthFast(depth, _near, _far);
depth = depth / dhFarPlane;
#endif
if(depth < 1.0)
gl_FragData[2] = vec4(vec3(0.0), depth * depth * 65000.0);
else
gl_FragData[2] = vec4(vec3(0.0), 65000.0);
vec3 FlatNormals = texture2D(colortex15,texcoord).rgb * 2.0 - 1.0;
if(z >= 1.0){
FlatNormals = worldToView(normal);
}
vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
if(swappedDepth >= 1.0) SSAO_SSS = vec2(1.0,0.0);
gl_FragData[1].xy = SSAO_SSS;
#else
vec2 SSAO_SSS = vec2(1.0,0.0);
#endif
#ifdef OVERWORLD_SHADER
float SpecularTex = texture2D(colortex8,texcoord).z;
float LabSSS = clamp((-64.0 + SpecularTex * 255.0) / 191.0 ,0.0,1.0);
float NdotL = clamp(dot(normal,WsunVec),0.0,1.0);
float vanillAO = clamp(texture2D(colortex15,texcoord).a,0.0,1.0) ;
float minshadowfilt = Min_Shadow_Filter_Radius;
float maxshadowfilt = Max_Shadow_Filter_Radius;
// if(lightmap.y < 0.1 && !entities){
// maxshadowfilt = mix(minshadowfilt, maxshadowfilt, vanillAO);
// }
#ifdef BASIC_SHADOW_FILTER
if (LabSSS > 0.0 && NdotL < 0.001){
minshadowfilt = 50;
// maxshadowfilt = 50;
}
#endif
if (z < 1.0){
gl_FragData[0] = vec4(minshadowfilt, 0.1, 0.0, 0.0);
#ifdef Variable_Penumbra_Shadows
if (LabSSS > -1) {
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
//apply distortion
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor;
#else
float distortFactor = 1.0;
#endif
//do shadows only if on shadow map
// if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0 || length(feetPlayerPos) < far){
const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
float diffthresh = distortThresh/6000.0*threshMul;
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
float mult = maxshadowfilt;
float avgBlockerDepth = 0.0;
vec2 scales = vec2(0.0, Max_Filter_Depth);
float blockerCount = 0.0;
float rdMul = distortFactor*(1.0+mult)*d0*k/shadowMapResolution;
float diffthreshM = diffthresh*mult*d0*k/20.;
float avgDepth = 0.0;
vec2 BLUENOISE = blueNoise(gl_FragCoord.xy).rg;
for(int i = 0; i < VPS_Search_Samples; i++){
vec2 offsetS = SpiralSample(i, 7, 8, noise) * 0.5;
float weight = 3.0 + (i+noise) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7;
float d = texelFetch2D(shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
blockerCount += b;
#ifdef DISTANT_HORIZONS_SHADOWMAP
avgDepth += max(projectedShadowPosition.z - d, 0.0)*10000.0;
#else
avgDepth += max(projectedShadowPosition.z - d, 0.0)*1000.0;
#endif
avgBlockerDepth += d * b;
}
gl_FragData[0].g = avgDepth / VPS_Search_Samples;
gl_FragData[0].b = blockerCount / VPS_Search_Samples;
if (blockerCount >= 0.9){
avgBlockerDepth /= blockerCount;
float ssample = max(projectedShadowPosition.z - avgBlockerDepth,0.0)*1500.0;
gl_FragData[0].r = clamp(ssample, scales.x, scales.y)/(scales.y)*(mult-minshadowfilt)+minshadowfilt;
}
// }
}
#endif
}
#endif
}