Bliss-Shader/shaders/dimensions/final.fsh

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#include "/lib/settings.glsl"
uniform sampler2D colortex7;
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uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex14;
uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D noisetex;
varying vec2 texcoord;
uniform vec2 texelSize;
uniform float frameTimeCounter;
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uniform int frameCounter;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
uniform int hideGUI;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
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uniform float near;
uniform float far;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
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float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
#include "/lib/gameplay_effects.glsl"
void doCameraGridLines(inout vec3 color, vec2 UV){
float lineThicknessY = 0.001;
float lineThicknessX = lineThicknessY/aspectRatio;
float horizontalLines = abs(UV.x-0.33);
horizontalLines = min(abs(UV.x-0.66), horizontalLines);
float verticalLines = abs(UV.y-0.33);
verticalLines = min(abs(UV.y-0.66), verticalLines);
float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
if(hideGUI > 0.0) gridLines = 0.0;
color = mix(color, vec3(1.0), gridLines);
}
uniform vec3 previousCameraPosition;
// uniform vec3 cameraPosition;
uniform mat4 gbufferPreviousModelView;
// uniform mat4 gbufferModelViewInverse;
// uniform mat4 gbufferModelView;
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
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vec3 tonemap(vec3 col){
return col/(1+luma(col));
}
vec3 invTonemap(vec3 col){
return col/(1-luma(col));
}
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vec3 doMotionBlur(vec2 texcoord, float depth, float noise, bool hand){
float samples = 4.0;
vec3 color = vec3(0.0);
float blurMult = 1.0;
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if(hand) blurMult = 0.0;
vec3 viewPos = toScreenSpace(vec3(texcoord, depth));
viewPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * viewPos + gbufferPreviousModelView[3].xyz;
previousPosition = toClipSpace3(previousPosition);
vec2 velocity = texcoord - previousPosition.xy;
// thank you Capt Tatsu for letting me use these
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velocity = (velocity / (1.0 + length(velocity)) ) * 0.05 * blurMult * MOTION_BLUR_STRENGTH;
texcoord = texcoord - velocity*(samples*0.5 + noise);
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vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
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for (int i = 0; i < int(samples); i++) {
texcoord += velocity;
color += texture2D(colortex7, clamp(texcoord, screenEdges, 1.0-screenEdges)).rgb;
}
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return color / samples;
}
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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;
}
uniform sampler2D shadowcolor1;
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float doVignette( in vec2 texcoord, in float noise){
float vignette = 1.0-clamp(1.0-length(texcoord-0.5),0.0,1.0);
// vignette = pow(1.0-pow(1.0-vignette,3),5);
vignette *= vignette*vignette;
vignette = 1.0-vignette;
vignette *= vignette*vignette*vignette*vignette;
// stop banding
vignette = vignette + vignette*(noise-0.5)*0.01;
return mix(1.0, vignette, VIGNETTE_STRENGTH);
}
void main() {
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float noise = blueNoise();
#ifdef MOTION_BLUR
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float depth = texture2D(depthtex0, texcoord*RENDER_SCALE).r;
bool hand = depth < 0.56;
float depth2 = convertHandDepth_2(depth, hand);
vec3 COLOR = doMotionBlur(texcoord, depth2, noise, hand);
#else
vec3 COLOR = texture2D(colortex7,texcoord).rgb;
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#endif
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#ifdef VIGNETTE
COLOR *= doVignette(texcoord, noise);
#endif
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
// for making the fun, more fun
applyGameplayEffects(COLOR, texcoord, noise);
#endif
#ifdef CAMERA_GRIDLINES
doCameraGridLines(COLOR, texcoord);
#endif
#if DEBUG_VIEW == debug_SHADOWMAP
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vec2 shadowUV = texcoord * vec2(2.0, 1.0) ;
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// shadowUV -= vec2(0.5,0.0);
// float zoom = 0.1;
// shadowUV = ((shadowUV-0.5) - (shadowUV-0.5)*zoom) + 0.5;
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if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1) COLOR = texture2D(shadowcolor1,shadowUV).rgb;
#endif
#if DEBUG_VIEW == debug_DEPTHTEX0
COLOR = vec3(ld(texture2D(depthtex0, texcoord*RENDER_SCALE).r));
#endif
#if DEBUG_VIEW == debug_DEPTHTEX1
COLOR = vec3(ld(texture2D(depthtex1, texcoord*RENDER_SCALE).r));
#endif
gl_FragColor.rgb = COLOR;
}