mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-03 16:13:30 +08:00
168 lines
4.7 KiB
Plaintext
168 lines
4.7 KiB
Plaintext
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///////////////// POSITION
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///////////////// POSITION
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///////////////// POSITION
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vec3 ManualLightPos = vec3(ORB_X, ORB_Y, ORB_Z);
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vec3 lighting_pos = vec3(0, -1, 0);
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vec3 lightSource = normalize(lighting_pos);
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vec3 viewspace_sunvec = mat3(gbufferModelView) * lightSource;
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vec3 WsunVec = normalize(mat3(gbufferModelViewInverse) * viewspace_sunvec);
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///////////////// COLOR
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///////////////// COLOR
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///////////////// COLOR
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vec3 LightSourceColor(){
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vec3 Color = vec3(1.0,0.75,0.5);
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return Color;
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}
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///////////////// SHAPE
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///////////////// SHAPE
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///////////////// SHAPE
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vec3 LightSourceShape(vec3 WorldPos){
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vec3 Shapes = vec3(0.0);
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vec3 Origin = WorldPos ;
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return Shapes;
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}
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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f = (f*f) * (3.-2.*f);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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float cloudVol(in vec3 pos){
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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// vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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// float fog_shape = 1-densityAtPosFog(samplePos * 16.0);
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// float fog_eroded = 1-densityAtPosFog(samplePos2 * (200 + fog_shape*25));
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// float finalfog = clamp( (fog_shape*2.0 - fog_eroded*0.3) - 1.5, 0.0, 1.0);
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float finalfog = 1-exp(max(samplePos.y - 60,0.0) / -1);
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return finalfog;
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}
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// float GetCloudShadow(vec3 WorldPos, vec3 LightPos, float noise){
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// float Shadow = 0.0;
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// for (int i=0; i < 3; i++){
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// // vec3 shadowSamplePos = WorldPos - LightPos.y/abs(LightPos.y) * (0.25 + pow(i,0.75)*0.25);
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// vec3 shadowSamplePos = WorldPos + LightPos * (i * 20);
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// float Cast = cloudVol(shadowSamplePos);
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// Shadow += Cast;
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// }
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// return clamp(exp(-Shadow*30),0.0,1.0);
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// }
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//Mie phase function
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// float phaseg(float x, float g){
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// float gg = g * g;
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// return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) /3.14;
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// }
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mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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int SAMPLES = 16;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
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vec3 start = vec3(0.0);
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = (fragposition-start);
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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float maxLength = min(length(dVWorld),32.0 * 12.0)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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//apply dither
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vec3 progress = start.xyz;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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vec3 vL = vec3(0.);
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float dL = length(dVWorld);
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vec3 absorbance = vec3(1.0);
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float expFactor = 11.0;
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vec3 fogColor = gl_Fog.color.rgb;
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// float SdotV = dot(normalize(viewspace_sunvec), normalize(fragpos));
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// float OrbMie = phaseg(SdotV, 0.8);
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for (int i=0;i<SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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float densityVol = cloudVol(progressW) ;
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float density = min(densityVol,0.1);
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float air = 0.005;
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/// THE OOOOOOOOOOOOOOOOOOOOOORB
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vec3 LightColor = LightSourceColor();
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// vec3 LightPos = LightSourcePosition(progressW, cameraPosition);
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// float OrbMie = exp(length(LightPos) * -0.03) * 64.0;
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float OrbMie = clamp(exp((progressW.y - 30) / -10.) * 5,0,1);
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LightColor *= OrbMie;
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float CastLight = 0.0;
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for (int j=0; j < 5; j++){
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vec3 shadowSamplePos = progressW + WsunVec * (0.5 + j * 5);
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// vec3 shadowSamplePos = progressW - LightPos.y * (j*30);
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float densityVol2 = cloudVol(shadowSamplePos);
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CastLight += densityVol2;
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}
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vec3 CastedLight = LightColor * exp(CastLight * -15);
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// #ifdef THE_ORB
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// density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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// #endif
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vec3 AmbientLight = fogColor* exp(density * -25);
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vec3 vL0 = AmbientLight;
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vec3 vL1 = vec3(1.0,0.75,0.5) * 0.1;
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vL += (vL0 - vL0*exp(-density*dd*dL)) * absorbance;
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vL += (vL1 - vL1*exp(-air*dd*dL)) * absorbance;
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absorbance *= exp(-(density+air)*dd*dL);
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}
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return mat2x3(vL,absorbance);
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}
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