mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
349 lines
12 KiB
Plaintext
349 lines
12 KiB
Plaintext
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//#define Specular_Reflections // reflections on blocks. REQUIRES A PBR RESOURCEPACK.
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#define Screen_Space_Reflections // toggle screenspace reflections. if you want normal performance but still want a bit of shiny, the sun reflection stays on when this is turned off.
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#define Sky_reflection // just in case you dont want it i guess
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// #define Rough_reflections // turns the roughness GGXVNDF ON. sizable performance impact, and introduces alot of noise.
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#define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10]
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#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 ]
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#define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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// #define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality.
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uniform sampler2D gaux1;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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// sun specular stuff
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float square(float x){
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return x*x;
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}
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float g(float NdotL, float roughness){
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float alpha = square(max(roughness, 0.02));
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return 2.0 * NdotL / (NdotL + sqrt(square(alpha) + (1.0 - square(alpha)) * square(NdotL)));
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}
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float gSimple(float dp, float roughness){
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float k = roughness + 1;
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k *= k/8.0;
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return dp / (dp * (1.0-k) + k);
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}
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vec3 GGX2(vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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float roughness = r; // when roughness is zero it fucks up
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float alpha = square(roughness) + 1e-5;
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vec3 h = normalize(l + v) ;
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float dotLH = clamp(dot(h,l),0.,1.);
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float dotNH = clamp(dot(h,n),0.,1.);
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNV = clamp(dot(n,v),0.,1.);
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float dotVH = clamp(dot(h,v),0.,1.);
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float D = alpha / (3.141592653589793*square(square(dotNH) * (alpha - 1.0) + 1.0));
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float G = gSimple(dotNV, roughness) * gSimple(dotNL, roughness);
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vec3 F = F0 + (1. - F0) * exp2((-5.55473*dotVH-6.98316)*dotVH);
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return dotNL * F * (G * D / (4 * dotNV * dotNL + 1e-7));
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}
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// other shit
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float invLinZ (float lindepth){
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return -((2.0*near/lindepth)-far-near)/(far-near);
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}
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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float linZ(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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// l = (2*n)/(f+n-d(f-n))
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// f+n-d(f-n) = 2n/l
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// -d(f-n) = ((2n/l)-f-n)
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// d = -((2n/l)-f-n)/(f-n)
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}
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// vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
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// vec3 clipPosition = toClipSpace3(position);
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// float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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// (-near -position.z) / dir.z : far*sqrt(3.);
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// vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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// direction.xy = normalize(direction.xy);
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// //get at which length the ray intersects with the edge of the screen
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// vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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// float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
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// vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
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// vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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// float minZ = spos.z+stepv.z;
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// float maxZ = spos.z+stepv.z;
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// spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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// spos += stepv*dither ;
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// for(int i = 0; i < int(quality); i++){
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// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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// float currZ = linZ(spos.z);
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// if( sp < currZ) {
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// float dist = abs(sp-currZ)/currZ;
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// if (dist <= 0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
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// }
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// spos += stepv ;
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// }
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// return vec3(1.1);
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// }
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vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = maxLengths.y;
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0) * dither;
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
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for(int i = 0; i < int(quality); i++){
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spos += stepv;
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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float currZ = linZ(spos.z);
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if( sp < currZ) {
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float dist = abs(sp-currZ)/currZ;
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if (abs(dist) < biasdist*0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
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}
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spos += stepv;
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}
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return vec3(1.1);
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}
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void frisvad(in vec3 n, out vec3 f, out vec3 r){
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if(n.z < -0.9) {
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f = vec3(0.,-1,0);
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r = vec3(-1, 0, 0);
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} else {
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float a = 1./(1.+n.z);
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float b = -n.x*n.y*a;
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f = vec3(1. - n.x*n.x*a, b, -n.x) ;
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r = vec3(b, 1. - n.y*n.y*a , -n.y);
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}
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}
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mat3 CoordBase(vec3 n){
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vec3 x,y;
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frisvad(n,x,y);
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return mat3(x,y,n);
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}
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float unpackRoughness(float x){
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float r = 1.0 - x;
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return clamp(r*r,0,1);
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}
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vec2 R2_samples_spec(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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vec3 sampleGGXVNDF(vec3 V_, float roughness, float U1, float U2){
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// stretch view
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vec3 V = normalize(vec3(roughness * V_.x, roughness * V_.y, V_.z));
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// orthonormal basis
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vec3 T1 = (V.z < 0.9999) ? normalize(cross(V, vec3(0,0,1))) : vec3(1,0,0);
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vec3 T2 = cross(T1, V);
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// sample point with polar coordinates (r, phi)
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float a = 1.0 / (1.0 + V.z);
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float r = sqrt(U1*0.25);
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float phi = (U2<a) ? U2/a * 3.141592653589793 : 3.141592653589793 + (U2-a)/(1.0-a) * 3.141592653589793;
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float P1 = r*cos(phi);
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float P2 = r*sin(phi)*((U2<a) ? 1.0 : V.z);
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// compute normal
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vec3 N = P1*T1 + P2*T2 + sqrt(max(0.0, 1.0 - P1*P1 - P2*P2))*V;
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// unstretch
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N = normalize(vec3(roughness*N.x, roughness*N.y, max(0.0, N.z)));
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return N;
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}
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vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool hand){
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
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float minZ = spos.z+stepv.z;
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float maxZ = spos.z+stepv.z;
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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for (int i = 0; i <= int(quality); i++) {
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// decode depth buffer
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vec2 testthing = hand ? spos.xy*texelSize : spos.xy/texelSize/4.0; // fix for ssr on hand
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float sp = sqrt(texelFetch2D(gaux1,ivec2(testthing),0).w/65000.0);
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sp = invLinZ(sp);
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if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp);
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spos += stepv;
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//small bias
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float biasamount = 0.0002 / dist;
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if(hand) biasamount = 0.01;
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minZ = maxZ-biasamount / ld(spos.z);
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maxZ += stepv.z;
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}
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return vec3(1.1);
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}
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vec3 mix_vec3(vec3 X, vec3 Y, float A){
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return X * (1.0 - A) + Y * A;
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}
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float mix_float(float X, float Y, float A){
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return X * (1.0 - A) + Y * A;
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}
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// pain
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void MaterialReflections(
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inout vec3 Output,
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float roughness,
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vec3 f0,
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vec3 albedo,
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vec3 sunPos,
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vec3 sunCol,
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float diffuse,
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float lightmap,
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vec3 normal,
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vec3 np3,
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vec3 fragpos,
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vec3 noise,
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bool hand
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){
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vec3 Reflections_Final = Output;
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float Outdoors = clamp((lightmap-0.6)*5.0, 0.0,1.0);
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// float Outdoors = clamp((lightmap-0.5) * , 0.0,1.0);
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roughness = unpackRoughness(roughness);
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f0 = f0.y == 0.0 ? vec3(0.04) : f0;
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// roughness = 0.0;
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// f0 = vec3(0.9);
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mat3 basis = CoordBase(normal);
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vec3 normSpaceView = -np3*basis ;
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// roughness stuff
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#ifdef Rough_reflections
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int seed = (frameCounter%40000);
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vec2 ij = fract(R2_samples_spec(seed) + noise.rg) ;
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vec3 H = sampleGGXVNDF(normSpaceView, roughness, ij.x, ij.y);
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if(hand) H = normalize(vec3(0.0,0.0,1.0));
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#else
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vec3 H = normalize(vec3(0.0,0.0,1.0));
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#endif
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vec3 Ln = reflect(-normSpaceView, clamp(H,-1.0,1.0));
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vec3 L = basis * Ln;
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// fresnel stuff
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float fresnel = pow(clamp(1.0 + dot(-Ln, H),0.0,1.0),5.0);
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// vec3 F = f0 + (1.0 - f0) * fresnel;
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vec3 F = mix(f0, vec3(1.0), fresnel);
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vec3 rayContrib = F;
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float NdotV = clamp(normalize(dot(np3, normal))*10000.,0.,1.);
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bool hasReflections = (f0.y * (1.0 - roughness * Roughness_Threshold)) > 0.01;
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if (Roughness_Threshold == 1.0){ hasReflections = roughness > -1; NdotV = -1.0;}
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if (!hasReflections || NdotV > 0.0 ) Outdoors = 0.0;
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// SSR, Sky, and Sun reflections
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = skyCloudsFromTex(L, colortex4).rgb / 150. * 5.;
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vec3 SunReflection = diffuse * GGX2(clamp(normal,-1,1), -np3, sunPos, roughness, f0) * 8./150./3. * sunCol * Sun_specular_Strength;
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#ifndef Sky_reflection
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SkyReflection = Reflections_Final;
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#endif
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#ifdef Screen_Space_Reflections
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if ( hasReflections && NdotV <= 0.0) { // Skip SSR if ray contribution is low
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#ifdef SCREENSHOT_MODE
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float rayQuality = reflection_quality;
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#else
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float rayQuality = mix_float(reflection_quality,0.0,sqrt(roughness)); // Scale quality with ray contribution
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#endif
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vec3 rtPos = rayTraceSpeculars( mat3(gbufferModelView) * L,fragpos.xyz, noise.b, rayQuality, hand);
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if (rtPos.z < 1. ){ // Reproject on previous frame
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
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Reflections.a = 1.0;
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Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb;
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}
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}
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}
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#endif
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// check if the f0 is within the metal ranges, then tint by albedo if it's true.
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vec3 Metals = f0.y > 229.5/255.0 ? clamp(albedo + fresnel,0.0,1.0) : vec3(1.0);
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Reflections.rgb *= Metals;
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SunReflection *= Metals;
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#ifdef Sky_reflection
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SkyReflection *= Metals;
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#endif
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float lumaRayContrib = luma(rayContrib);
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// darken albedos, and stop darkening where the sky gets occluded indoors
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Reflections_Final *= mix_float(1.0 - (Reflections.a*lumaRayContrib), 1.0 - lumaRayContrib, Outdoors);
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// apply all reflections to the lighting
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Reflections_Final += Reflections.rgb * lumaRayContrib;
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Reflections_Final += SkyReflection * lumaRayContrib * (1.0-Reflections.a) * Outdoors ;
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float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0.y) * -4),0,1);
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#ifdef Rough_reflections
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Output = hand ? mix_vec3(Output, Reflections_Final, visibilityFactor) : Reflections_Final;
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#else
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Output = mix_vec3(Output, Reflections_Final, visibilityFactor);
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#endif
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Output += SunReflection ;
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}
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