ADD water exit effect, add damage amount based hurt effects. fix water fog lightmap

This commit is contained in:
Xonk 2024-05-18 22:58:30 -04:00
parent d431109ec5
commit 044d690a52
12 changed files with 149 additions and 84 deletions

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@ -1,4 +1,5 @@
#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/projections.glsl"
@ -63,8 +64,6 @@ flat varying vec3 WsunVec;
flat varying vec3 WsunVec2;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
// uniform mat4 dhPreviousProjection;
// uniform mat4 dhProjectionInverse;

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@ -92,7 +92,7 @@ vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);

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@ -40,8 +40,9 @@ const bool colortex4MipmapEnabled = true;
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex1;
uniform sampler2D dhDepthTex1;
#endif
uniform sampler2D colortex7;
uniform sampler2D colortex12;
@ -94,12 +95,13 @@ uniform float sunIntensity;
uniform vec3 sunColor;
uniform vec3 nsunColor;
#include "/lib/util.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/util.glsl"
#ifdef OVERWORLD_SHADER
flat varying float Flashing;
@ -124,6 +126,7 @@ uniform vec3 nsunColor;
#endif
#include "/lib/diffuse_lighting.glsl"
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
@ -182,31 +185,6 @@ vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
return normalize(bump*tbnMatrix);
}
// 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)*sqrt(alpha);
// }
vec2 tapLocation_simple(
int samples, int totalSamples, float rotation, float rng
){
const float PI = 3.141592653589793238462643383279502884197169;
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 CleanSample(
int samples, float totalSamples, float noise
){
@ -392,7 +370,6 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis
float rdMul = 14.0*distortFactor*d0*k/shadowMapResolution;
for(int i = 0; i < samples; i++){
// vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
vec2 offsetS = CleanSample(i, samples - 1, noise) * 0.3;
projectedShadowPosition.xy += rdMul*offsetS;
#else
@ -898,7 +875,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
gl_FragData[0].rgb = Direct_lighting * 0.1;
#endif
gl_FragData[3].a = encodeVec2(lightmap);
gl_FragData[3].a = clamp(lightmap.y,0.0,1.0);
}
}

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@ -11,7 +11,6 @@ flat varying float exposure;
varying vec4 tangent;
varying vec4 normalMat;
attribute vec4 at_tangent;
uniform float frameTimeCounter;
//faster and actually more precise than pow 2.2

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@ -9,9 +9,13 @@
#extension GL_ARB_shading_language_packing: enable
#endif
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
#define diagonal3_old(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD_old(m, v) (diagonal3_old(m) * (v) + (m)[3].xyz)
const bool colortex5MipmapEnabled = true;
#ifdef OVERWORLD_SHADER
@ -134,8 +138,6 @@ flat varying float exposure;
uniform int heldItemId2;
#endif
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
@ -173,7 +175,6 @@ vec3 toScreenSpace(vec3 p) {
// #define CLOUDS_INTERSECT_TERRAIN
#endif
#include "/lib/util.glsl"
#ifdef IS_LPV_ENABLED
#include "/lib/hsv.glsl"
@ -295,7 +296,7 @@ vec3 toShadowSpaceProjected(vec3 feetPlayerPos){
feetPlayerPos = mat3(gbufferModelViewInverse) * feetPlayerPos + gbufferModelViewInverse[3].xyz;
feetPlayerPos = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
feetPlayerPos = diagonal3(DH_shadowProjection) * feetPlayerPos + DH_shadowProjection[3].xyz;
feetPlayerPos = diagonal3_old(DH_shadowProjection) * feetPlayerPos + DH_shadowProjection[3].xyz;
return feetPlayerPos;
}
@ -944,9 +945,9 @@ void main() {
if(!hand) GriAndEminShadowFix(shadowPlayerPos, viewToWorld(FlatNormals), vanilla_AO, lightmap.y);
vec3 projectedShadowPosition = mat3(shadowModelView) * shadowPlayerPos + shadowModelView[3].xyz;
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
projectedShadowPosition = diagonal3_old(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
#if OPTIMIZED_SHADOW_DISTANCE > 0.0
#if OPTIMIZED_SHADOW_DISTANCE > 0
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
#else

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@ -76,8 +76,7 @@ uniform int hideGUI;
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
@ -327,6 +326,10 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
#ifdef DAMAGE_TAKEN_EFFECT
uniform float CriticalDamageTaken;
#endif
vec4 TAA_hq(bool hand){
#ifdef TAA_UPSCALING
@ -401,7 +404,7 @@ vec4 TAA_hq(bool hand){
float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
float depthDiff = texture2D(colortex14, previousPosition.xy).a;
// float depthDiff = texture2D(colortex14, previousPosition.xy).a;
// movementRejection = mix( 0.0, 1.0, depthDiff);
if(hand) movementRejection *= 5.0;
@ -409,6 +412,10 @@ vec4 TAA_hq(bool hand){
//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), clamp(BLEND_FACTOR + movementRejection, 0.0,1.0))), 1.0);
#ifdef DAMAGE_TAKEN_EFFECT
if(CriticalDamageTaken > 0.01) supersampled.rgb = mix(supersampled.rgb, texture2D(colortex5, adjTC).rgb, sqrt(CriticalDamageTaken)*0.8);
#endif
//De-tonemap
return supersampled;
#endif

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@ -7,12 +7,19 @@ uniform sampler2D colortex14;
uniform sampler2D depthtex0;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
uniform sampler2D shadow;
uniform sampler2D shadowcolor0;
uniform sampler2D shadowcolor1;
uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
uniform sampler2D noisetex;
uniform vec3 previousCameraPosition;
uniform vec3 cameraPosition;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
@ -153,7 +160,10 @@ void main() {
applyContrast(FINAL_COLOR, CONTRAST); // for fun
applyGameplayEffects_FRAGMENT(FINAL_COLOR, texcoord, interleaved_gradientNoise()); // for making the fun, more fun
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
// for making the fun, more fun
applyGameplayEffects(FINAL_COLOR, texcoord, interleaved_gradientNoise());
#endif
gl_FragColor.rgb = FINAL_COLOR;

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@ -341,7 +341,9 @@ void main() {
if(texture2D(colortex2, tc).a > 0.0 || iswater){
#ifdef OVERWORLD_SHADER
vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
// vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
vec2 lightmap = vec2(0.0,texture2D(colortex14, tc).a);
#ifdef DISTANT_HORIZONS
if(z >= 1.0) lightmap.y = 0.99;
@ -360,8 +362,8 @@ void main() {
// indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
// float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
// indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * TorchBrightness_autoAdjust * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * 2.0;
vec4 VolumetricFog2 = vec4(0,0,0,1);

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@ -3,11 +3,15 @@
uniform float maxPlayerHealth;
uniform float oneHeart;
uniform float threeHeart;
uniform float CriticalDamageTaken;
uniform float MinorDamageTaken;
#else
uniform bool isDead;
#endif
uniform float hurt;
uniform float exitWater;
uniform int isEyeInWater;
// uniform float currentPlayerHunger;
// uniform float maxPlayerHunger;
@ -28,9 +32,8 @@ uniform float hurt;
// uniform bool isSpectator;
void applyGameplayEffects_FRAGMENT(inout vec3 color, in vec2 texcoord, float noise){
void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
// detect when health is zero
#ifdef IS_IRIS
bool isDead = currentPlayerHealth * maxPlayerHealth <= 0.0 && currentPlayerHealth > -1;
@ -39,32 +42,67 @@ void applyGameplayEffects_FRAGMENT(inout vec3 color, in vec2 texcoord, float noi
float threeHeart = 0.0;
#endif
float distortmask = 0.0;
float vignette = sqrt(clamp(dot(texcoord*2.0 - 1.0, texcoord*2.0 - 1.0) * 0.5, 0.0, 1.0));
// heart beat effect to scale stuff with, make it more intense. theres a multiplier "MOTION_AMOUNT" for accessiblity
float beatingRate = isDead ? 0.0 : (oneHeart > 0.0 ? 15.0 : 7.5);
float heartBeat = (pow(sin(frameTimeCounter * beatingRate)*0.5+0.5,2.0)*0.2 + 0.1);
//////////////////////// DAMAGE DISTORTION /////////////////////
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
float heartBeat = (pow(sin(frameTimeCounter * 15)*0.5+0.5,2.0)*0.2 + 0.1) ;
// scale UV to be more and more lower frequency towards the edges of the screen, to create a tunnel vision effect,
vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - vignette * (isDead ? noise*0.7 : noise * heartBeat * MOTION_AMOUNT));
vec3 distortedScreen = vec3(1.0, 0.0, 0.0) * dot(texture2D(colortex7, zoomUV).rgb, vec3(0.21, 0.72, 0.07));
// apply low health distortion effects
float damageDistortion = vignette * noise * heartBeat * threeHeart;
// apply critical hit distortion effect
damageDistortion = mix(damageDistortion, vignette * (0.5 + noise), CriticalDamageTaken) * MOTION_AMOUNT;
// apply death distortion effect
distortmask = isDead ? noise*0.7 : damageDistortion;
#endif
//////////////////////// WATER DISTORTION /////////////////////
#if defined WATER_ON_CAMERA_EFFECT
if(exitWater > 0.0){
vec3 scale = vec3(1.0,1.0,0.0);
scale.xy = (isEyeInWater == 1 ? vec2(0.3) : vec2(0.5, 0.25 + (exitWater*exitWater)*0.25 ) ) * vec2(aspectRatio,1.0);
scale.z = isEyeInWater == 1 ? 0.0 : exitWater;
float waterDrops = texture2D(noisetex, (texcoord - vec2(0.0, scale.z)) * scale.xy).r;
if(isEyeInWater == 1) waterDrops = waterDrops*waterDrops * 0.3;
if(isEyeInWater == 0) waterDrops = sqrt(min(max(waterDrops - (1.0-sqrt(exitWater))*0.7,0.0) * (1.0 + exitWater),1.0)) * 0.3;
// apply distortion effects for exiting water and under water
distortmask = max(distortmask, waterDrops);
}
#endif
//////////////////////// APPLY DISTORTION /////////////////////
// all of the distortion will be based around zooming the UV in the center
vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - distortmask);
vec3 distortedColor = texture2D(colortex7, zoomUV).rgb;
#ifdef WATER_ON_CAMERA_EFFECT
// apply the distorted water color to the scene, but revert back to before when it ends
if(exitWater > 0.01) color = distortedColor;
#endif
//////////////////////// APPLY COLOR EFFECTS /////////////////////
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
vec3 distortedColorLuma = vec3(1.0, 0.0, 0.0) * dot(distortedColor, vec3(0.21, 0.72, 0.07));
#ifdef LOW_HEALTH_EFFECT
// at 1 heart or 3 hearts, create 2 levels of a strain / tunnel vision effect.
float colorLuma = dot(color, vec3(0.21, 0.72, 0.07));
// black and white version of the scene color.
vec3 colorLuma = vec3(1.0, 1.0, 1.0) * dot(color,vec3(0.21, 0.72, 0.07));
vec3 LumaRedEdges = mix(vec3(colorLuma), vec3(1.0, 0.3, 0.3) * distortedColorLuma.r, vignette);
// I LOVE LINEAR INTERPOLATION
color = mix(color, mix(colorLuma, distortedScreen, vignette), mix(vignette * threeHeart, oneHeart, oneHeart));
if(isDead) color = distortedScreen*0.3;
// apply color effects for when you are at low health
color = mix(color, LumaRedEdges, mix(vignette * threeHeart, oneHeart, oneHeart));
#endif
#ifdef DAMAGE_TAKEN_EFFECT
// when damage is taken, flash the above effect. because it uses the stuff above, it seamlessly blends to them.
color = mix(color, distortedScreen, (vignette*vignette) * sqrt(hurt));
color = mix(color, distortedColorLuma, vignette * sqrt(MinorDamageTaken));
color = mix(color, distortedColorLuma, sqrt(CriticalDamageTaken));
#endif
if(isDead) color = distortedColorLuma * 0.3;
#endif
}

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@ -8,8 +8,8 @@ uniform mat4 shadowProjection;
uniform vec3 cameraPosition;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
// #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;

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@ -125,9 +125,14 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192]
const float shadowDistance = 128.0; // [32.0 48.0 64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 512.0 768.0 1024.0 1536.0 2048.0 4096.0 8192.0]
#define OPTIMIZED_SHADOW_DISTANCE 1.0 // [-1.0 1.0]
const float shadowDistanceRenderMul = OPTIMIZED_SHADOW_DISTANCE;
#ifdef IS_IRIS
#define OPTIMIZED_SHADOW_DISTANCE 1 // [-1 1]
const float shadowDistanceRenderMul = OPTIMIZED_SHADOW_DISTANCE;
#else
#define OPTIMIZED_SHADOW_DISTANCE 1 // [-1 1]
const float shadowDistanceRenderMul = float(OPTIMIZED_SHADOW_DISTANCE);
#endif
const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.75 1.00]
@ -591,8 +596,20 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
///////////////////////////////////////////////////////
#define MOTION_AMOUNT 0.25 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#ifdef IS_IRIS
#define DAMAGE_TAKEN_EFFECT
#define LOW_HEALTH_EFFECT
#endif
#define WATER_ON_CAMERA_EFFECT
#ifdef LOW_HEALTH_EFFECT
#endif
#ifdef DAMAGE_TAKEN_EFFECT
#endif
#ifdef WATER_ON_CAMERA_EFFECT
#endif

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@ -318,7 +318,7 @@ BLISS_SHADERS <empty> \
SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B \
SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL
### COOL GAMEPLAY EFFECTS
screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT
screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT WATER_ON_CAMERA_EFFECT
@ -480,16 +480,31 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
####### RANDOM STUFF #######
############################
#if defined WATER_ON_CAMERA_EFFECT
uniform.float.exitWater = smooth(if(isEyeInWater == 1,1,0),0.0,5.0)
#endif
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
#ifdef IS_IRIS
variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth
uniform.float.oneHeart = smooth(if(Currenthealth <= 2.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
uniform.float.threeHeart = smooth(if(Currenthealth <= 6.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
# let the binary value last slightly longer after it becomes false, to remove any failures to detect damage,
variable.bool.isHurtSmooth = smooth(if(is_hurt, 0.0, 1.0), 0.0, 1.0) < 1.0
# detect over 2 hearts of damage taken
variable.float.detectSmallDamage = smooth(if(isHurtSmooth, 0.0, Currenthealth), 0.0, 0.5)
uniform.float.MinorDamageTaken = smooth(if(Currenthealth < detectSmallDamage && currentPlayerHealth > -1.0, 1.0, 0.0), 0.0, 1.0)
# detect over 5 hearts of damage taken
variable.float.detectLargeDamage = smooth(if(isHurtSmooth, 0.0, Currenthealth), 0.0, 0.13)
variable.float.critHit = smooth(if(Currenthealth < detectLargeDamage && currentPlayerHealth > -1.0, 1.0, 0.0), 0.0, 1.0)
uniform.float.CriticalDamageTaken = smooth(if(critHit > 0.01, 1.0, 0.0), 0.5, 3.0)
#else
uniform.bool.isDead = !is_alive
#endif
uniform.float.hurt = smooth(if(is_hurt,1,0),0.0,0.5)
#endif
# photon stuff