mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
improve fog upsampler and filtered effects upsampler. improve metals in specular reflections. fix end and nether not compiling, and fix SSAO making them black. redo water shader. added water caustics strength misc setting. add 2 new post process types "xonk tonemapp" and "full reinhard". create overdraw prevention for DH shadowmap. fix SSS with dh shadowmap. tweak screenspace shadow SSS to be better in the distance. add fog behind glass. move water fog to be done in the fog behind glass pass.
This commit is contained in:
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@ -18,12 +18,12 @@
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####### ----- blocks with SSS ----- #######
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## strong sss
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block.10004 = minecraft:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern:half=lower minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower:half=lower minecraft:packed_ice minecraft:blue_ice minecraft:melon_stem minecraft:pumpkin_stem minecraft:attached_melon_stem minecraft:attached_pumpkin_stem minecraft:lily_pad \
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block.10004 = minecraft:flowering_azalea minecraft:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern:half=lower minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower:half=lower minecraft:packed_ice minecraft:blue_ice minecraft:melon_stem minecraft:pumpkin_stem minecraft:attached_melon_stem minecraft:attached_pumpkin_stem minecraft:lily_pad \
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\
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westerosblocks:blackberry_bush westerosblocks:blueberry_bush westerosblocks:raspberry_bush westerosblocks:juniper_bush westerosblocks:red_rose_bush westerosblocks:pink_rose_bush westerosblocks:white_rose_bush westerosblocks:yellow_rose_bush westerosblocks:yellow_wildflowers westerosblocks:green_spiny_herb westerosblocks:green_leafy_herb westerosblocks:orange_marigolds westerosblocks:orange_trollius westerosblocks:blue_forgetmenots westerosblocks:pink_wildflowers westerosblocks:yellow_tansy westerosblocks:blue_flax westerosblocks:white_daisies westerosblocks:yellow_daisies westerosblocks:green_scrub_grass westerosblocks:dead_scrub_grass westerosblocks:yellow_bedstraw westerosblocks:orange_bells westerosblocks:blue_bells westerosblocks:blue_swamp_bells westerosblocks:yellow_buttercups westerosblocks:orange_bog_asphodel westerosblocks:yellow_lupine westerosblocks:blue_hyacinth westerosblocks:pink_thistle westerosblocks:yellow_dandelions westerosblocks:yellow_daffodils westerosblocks:yellow_roses westerosblocks:strawberry_bush westerosblocks:white_lilyofthevalley westerosblocks:yellow_bells westerosblocks:yellow_sunflower westerosblocks:white_roses westerosblocks:red_dark_roses westerosblocks:yellow_hellebore westerosblocks:meadow_fescue westerosblocks:red_poppies westerosblocks:red_roses westerosblocks:purple_pansies westerosblocks:purple_roses westerosblocks:orange_sun_star westerosblocks:pink_primrose westerosblocks:red_aster westerosblocks:blue_chicory westerosblocks:red_flowering_spiny_herb westerosblocks:purple_foxglove westerosblocks:pink_allium westerosblocks:purple_violets westerosblocks:white_chamomile westerosblocks:red_tulips westerosblocks:white_peony westerosblocks:purple_alpine_sowthistle westerosblocks:red_carnations westerosblocks:magenta_roses westerosblocks:red_chrysanthemum westerosblocks:blue_orchid westerosblocks:yellow_rudbeckia westerosblocks:pink_tulips westerosblocks:cranberry_bush westerosblocks:purple_lavender westerosblocks:red_sourleaf_bush westerosblocks:pink_sweet_peas westerosblocks:red_sorrel westerosblocks:pink_roses westerosblocks:unshaded_grass westerosblocks:cow_parsely westerosblocks:bracken westerosblocks:lady_fern westerosblocks:nettle westerosblocks:dead_bracken westerosblocks:fireweed westerosblocks:heather westerosblocks:red_fern westerosblocks:dock_leaf westerosblocks:jasmine_vines westerosblocks:dappled_moss westerosblocks:cushion_moss_wall westerosblocks:hemp_short westerosblocks:hemp_tall westerosblocks:hemp_dense westerosblocks:crop_carrots westerosblocks:crop_wheat westerosblocks:crop_turnips westerosblocks:crop_peas westerosblocks:cattails westerosblocks:jungle_tall_fern westerosblocks:jungle_tall_grass westerosblocks:savanna_tall_grass \
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## weak sss
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block.10006 = minecraft:grass_block:snowy=true minecraft:snow_block minecraft:snow powder_snow cobweb red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan bamboo bamboo_sapling minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen minecraft:melon minecraft:pumpkin minecraft:big_dripleaf minecraft:big_dripleaf_stem minecraft:cactus minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block
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block.10006 = minecraft:amethyst_block minecraft:budding_amethyst minecraft:small_amethyst_bud minecraft:medium_amethyst_bud minecraft:large_amethyst_bud minecraft:amethyst_cluster minecraft:pitcher_plant minecraft:small_dripleaf minecraft:grass_block:snowy=true minecraft:snow_block minecraft:snow powder_snow cobweb red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan bamboo bamboo_sapling minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen minecraft:melon minecraft:pumpkin minecraft:big_dripleaf minecraft:big_dripleaf_stem minecraft:cactus minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block
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## weak sss
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block.200 = minecraft:white_wool minecraft:orange_wool minecraft:magenta_wool minecraft:light_blue_wool minecraft:yellow_wool minecraft:lime_wool minecraft:pink_wool minecraft:gray_wool minecraft:light_gray_wool minecraft:cyan_wool minecraft:purple_wool minecraft:blue_wool minecraft:brown_wool minecraft:green_wool minecraft:red_wool minecraft:black_wool minecraft:orange_carpet minecraft:magenta_carpet minecraft:light_blue_carpet minecraft:yellow_carpet minecraft:lime_carpet minecraft:pink_carpet minecraft:gray_carpet minecraft:light_gray_carpet minecraft:cyan_carpet minecraft:purple_carpet minecraft:blue_carpet minecraft:brown_carpet minecraft:green_carpet minecraft:red_carpet minecraft:black_carpet \
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@ -66,9 +66,14 @@ uniform float frameTimeCounter;
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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float interleaved_gradientNoise(){
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float interleaved_gradientNoise_temporal(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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@ -96,7 +101,7 @@ void main() {
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#ifdef DH_OVERDRAW_PREVENTION
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// overdraw prevention
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if(clamp(1.0-length(pos.xyz)/max(far - 16.0,0.0),0.0,1.0) > 0.0 ){
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if(clamp(1.0-length(pos.xyz)/max(far - 32.0 * sqrt(interleaved_gradientNoise_temporal()),0.0),0.0,1.0) > 0.0 ){
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discard;
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return;
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}
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@ -158,25 +158,24 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
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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;
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
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float minZ = clipPosition.z;
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float maxZ = spos.z+stepv.z*0.5;
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spos.xy += offsets[framemod8]*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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float sp = sqrt(texelFetch2D(colortex12,ivec2(spos.xy/texelSize/4),0).a/65000.0);
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sp = DH_inv_ld(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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minZ = maxZ-0.00035/DH_ld(spos.z);
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minZ = maxZ-0.0000035/DH_ld(spos.z);
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maxZ += stepv.z;
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}
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@ -243,16 +242,14 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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if(iswater){
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vec3 posxz = playerPos+cameraPosition;
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posxz.xz -= posxz.y;
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vec3 waterHeightmap = normalize(getWaveHeight(posxz.xz,1.0));
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vec3 waterHeightmap = normalize(getWaveNormal(posxz, true));
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float bumpmult = WATER_WAVE_STRENGTH;
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waterHeightmap = waterHeightmap * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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waterHeightmap = normalize(waterHeightmap);
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vec2 TangentNormal = waterHeightmap.xy*0.5+0.5;
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// vec2 TangentNormal = waterHeightmap.xy*0.5+0.5;
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// gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(vec2(1.0)), encodeVec2(vec2(1.0)), 1.0);
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if(normals.y > 0.0) normals = vec3(waterHeightmap.x,normals.y,waterHeightmap.y);
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@ -320,10 +317,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float normalDotEye = dot(normals, normalize(pos.xyz));
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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fresnel = mix(0.02, 1.0, fresnel);
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fresnel = mix(0.1, 1.0, fresnel);
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#ifdef SNELLS_WINDOW
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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#endif
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#ifdef WATER_REFLECTIONS
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@ -18,6 +18,8 @@ varying vec4 color;
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flat varying vec4 lightCol;
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#endif
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uniform int isEyeInWater;
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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@ -135,6 +137,10 @@ void main() {
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vec3 Direct_lighting = vec3(0.0);
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vec3 Indirect_lighting = vec3(0.0);
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vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
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if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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@ -172,7 +178,7 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
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vec3 AmbientLightColor = (averageSkyCol_Clouds / 30.0) * 3.0;
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#endif
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@ -184,7 +190,7 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor,MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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@ -311,9 +311,9 @@ void main() {
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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// #ifdef DH_OVERDRAW_PREVENTION
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// #if defined DH_OVERDRAW_PREVENTION && defined DISTANT_HORIZONS
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// // overdraw prevention
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// if(clamp(1.0-length(pos.xyz)/max(far,0.0),0.0,1.0) <= 0.0 ){
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// if(clamp(1.0-length(pos.xyz)/max(far - 16.0 * sqrt(interleaved_gradientNoise_temporal()),0.0),0.0,1.0) <= 0.0 ){
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// discard;
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// return;
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// }
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@ -44,7 +44,6 @@ varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 flatnormal;
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varying vec3 viewVector;
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@ -77,7 +76,6 @@ uniform vec3 nsunColor;
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#include "/lib/projections.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/stars.glsl"
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#ifdef OVERWORLD_SHADER
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flat varying float Flashing;
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@ -132,20 +130,29 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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#define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0]
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#define PW_POINTS 1 //[2 4 6 8 16 32]
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vec3 getParallaxDisplacement(vec3 posxz, float iswater,float bumpmult,vec3 viewVec) {
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float waveZ = mix(20.0,0.25,iswater);
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float waveM = mix(0.0,4.0,iswater);
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varying vec3 viewVector;
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vec3 getParallaxDisplacement(vec3 posxz) {
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vec3 parallaxPos = posxz;
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vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
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float waterHeight = getWaterHeightmap(posxz.xz, waveM, waveZ, iswater) ;
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vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0;
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float waterHeight = getWaterHeightmap(posxz.xz);
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parallaxPos.xz += waterHeight * vec;
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return parallaxPos;
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}
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// vec3 getParallaxDisplacement(vec3 posxz,float bumpmult,vec3 viewVec) {
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// vec3 parallaxPos = posxz;
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// vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
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// float waterHeight = getWaterHeightmap(posxz.xz) ;
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// parallaxPos.xz += waterHeight * vec;
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// return parallaxPos;
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// }
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = 1;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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@ -258,8 +265,11 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
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spos += stepv;
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//small bias
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minZ = maxZ-(0.0001/dist)/ld(spos.z);
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if(inwater) minZ = maxZ-0.0004/ld(spos.z);
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if(inwater) {
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minZ = maxZ-0.000035/ld(spos.z);
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}else{
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minZ = maxZ-(0.0001/dist)/ld(spos.z);
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}
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maxZ += stepv.z;
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}
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@ -268,7 +278,6 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
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vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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r = pow(r,2.5);
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// r*=r;
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vec3 h = l + v;
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float hn = inversesqrt(dot(h, h));
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@ -278,7 +287,7 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNHsq = dotNH*dotNH;
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float denom = dotNHsq * r - dotNHsq + 1.;
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float denom = dotNHsq * r - dotNHsq + 1.0;
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float D = r / (3.141592653589793 * denom * denom);
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vec3 F = 0.2 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
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float k2 = .25 * r;
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@ -286,6 +295,7 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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uniform float dhFarPlane;
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#include "/lib/DistantHorizons_projections.glsl"
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@ -368,14 +378,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifndef HAND
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if (iswater > 0.95){
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vec3 posxz = feetPlayerPos + cameraPosition;
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float bumpmult = WATER_WAVE_STRENGTH;
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vec3 bump = vec3(0);
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vec3 posxz = feetPlayerPos+cameraPosition;
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posxz.xz -= posxz.y;
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posxz.xyz = getParallaxDisplacement(posxz,iswater,bumpmult,normalize(tbnMatrix*viewPos)) ;
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posxz.xyz = getParallaxDisplacement(posxz) ;
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bump = normalize(getWaveHeight(posxz.xz,iswater));
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vec3 bump = normalize(getWaveNormal(posxz, false));
|
||||
|
||||
TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction
|
||||
|
||||
@ -402,6 +411,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
#endif
|
||||
|
||||
vec3 Indirect_lighting = vec3(0.0);
|
||||
vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
|
||||
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
|
||||
vec3 Direct_lighting = vec3(0.0);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
@ -464,25 +475,19 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
inShadowmapBounds = true;
|
||||
}
|
||||
|
||||
// if(!inShadowmapBounds && !iswater) Shadows = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
|
||||
if(!inShadowmapBounds) Shadows = 1.0;
|
||||
|
||||
Shadows *= GetCloudShadow(feetPlayerPos);
|
||||
|
||||
Direct_lighting = (lightCol.rgb/80.0) * NdotL * Shadows;
|
||||
|
||||
vec3 AmbientLightColor = averageSkyCol_Clouds;
|
||||
vec3 AmbientLightColor = averageSkyCol_Clouds/30.0;
|
||||
|
||||
vec3 ambientcoefs = WS_normal / dot(abs(WS_normal), vec3(1));
|
||||
float SkylightDir = ambientcoefs.y*1.5;
|
||||
|
||||
float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.25);
|
||||
AmbientLightColor *= skylight;
|
||||
|
||||
// float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + viewToWorld(normal).y, 0.25) * 1.35;
|
||||
// Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
@ -515,9 +520,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
AmbientLightColor *= clamp(1.5 + dot(WS_normal, normalize(feetPlayerPos))*0.5,0,2);
|
||||
|
||||
#endif
|
||||
|
||||
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
// Albedo = Albedo * exp2( (clamp(-dot(normal, normalize(viewPos)),0.0,1.0)) * -10.0);//pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0);
|
||||
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
|
||||
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
|
||||
|
||||
@ -535,7 +538,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
#ifdef WATER_REFLECTIONS
|
||||
vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
|
||||
|
||||
SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02);
|
||||
SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
|
||||
|
||||
float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
|
||||
float f0 = SpecularTex.g;
|
||||
@ -558,10 +561,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
|
||||
#ifdef SNELLS_WINDOW
|
||||
// snells window looking thing
|
||||
if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
|
||||
if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
|
||||
#endif
|
||||
|
||||
fresnel = mix(f0, 1.0, fresnel);
|
||||
|
||||
// vec3 Metals = f0 > 229.5/255.0 ? max(Albedo, fresnel) : vec3(1.0);
|
||||
|
||||
|
||||
// Sun, Sky, and screen-space reflections
|
||||
@ -570,13 +575,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), roughness, vec3(f0));
|
||||
#endif
|
||||
#ifdef WATER_BACKGROUND_SPECULAR
|
||||
SkyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0;
|
||||
if(isEyeInWater == 1) SkyReflection = vec3(0.0);
|
||||
if(isEyeInWater == 0) SkyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0;
|
||||
#endif
|
||||
#else
|
||||
#ifdef WATER_BACKGROUND_SPECULAR
|
||||
SkyReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0;
|
||||
if(isEyeInWater == 1) SkyReflection = vec3(0.0);
|
||||
if(isEyeInWater == 0) SkyReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef SCREENSPACE_REFLECTIONS
|
||||
@ -594,6 +597,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isEyeInWater == 1 && iswater > 0.9){
|
||||
SkyReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1) ;
|
||||
}
|
||||
#endif
|
||||
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
|
||||
|
||||
#ifdef ENTITIES
|
||||
@ -606,7 +614,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
Reflections_Final += SunReflection;
|
||||
|
||||
|
||||
gl_FragData[0].rgb = Reflections_Final;
|
||||
gl_FragData[0].rgb = Reflections_Final ;
|
||||
|
||||
#ifndef ENTITIES
|
||||
//correct alpha channel with fresnel
|
||||
@ -638,6 +646,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
|
||||
#endif
|
||||
|
||||
gl_FragData[3].a = max(lmtexcoord.w*blueNoise()*0.05 + lmtexcoord.w,0.0);
|
||||
gl_FragData[3].a = lmtexcoord.w;
|
||||
}
|
||||
}
|
@ -78,14 +78,7 @@ vec2 tapLocation2(int sampleNumber, int nb, float jitter){
|
||||
|
||||
return vec2(cos_v, sin_v)*sqrt(alpha);
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
vec3 decode (vec2 encn){
|
||||
vec3 n = vec3(0.0);
|
||||
encn = encn * 2.0 - 1.0;
|
||||
@ -99,8 +92,27 @@ vec2 decodeVec2(float a){
|
||||
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(){
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
||||
#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 ) ;
|
||||
}
|
||||
@ -339,7 +351,7 @@ void main() {
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float SpecularTex = texture2D(colortex8,texcoord).z;
|
||||
float LabSSS = clamp((-64.0 + SpecularTex * 255.0) / 191.0 ,0.0,1.0);
|
||||
|
||||
@ -368,7 +380,7 @@ void main() {
|
||||
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
|
||||
if (LabSSS > 0.0 || NdotL > 0.0001) {
|
||||
if (LabSSS > -1) {
|
||||
|
||||
|
||||
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
||||
@ -393,7 +405,7 @@ void main() {
|
||||
|
||||
float mult = maxshadowfilt;
|
||||
float avgBlockerDepth = 0.0;
|
||||
vec2 scales = vec2(0.0, 120.0 - Max_Filter_Depth);
|
||||
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.;
|
||||
@ -412,7 +424,11 @@ void main() {
|
||||
float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
|
||||
|
||||
blockerCount += b;
|
||||
avgDepth += max(projectedShadowPosition.z - d, 0.0)*1000.;
|
||||
#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;
|
||||
}
|
||||
|
||||
@ -428,4 +444,5 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
@ -27,7 +27,11 @@ void main() {
|
||||
WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(gbufferModelViewInverse) * sunPosition);
|
||||
|
||||
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#ifdef TAA
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#else
|
||||
TAA_Offset = vec2(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
|
||||
|
@ -13,7 +13,6 @@ const bool colortex5MipmapEnabled = true;
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
flat varying vec4 lightCol;
|
||||
|
||||
uniform sampler2D colortex14;
|
||||
|
||||
#if Sun_specular_Strength != 0
|
||||
#define LIGHTSOURCE_REFLECTION
|
||||
@ -62,6 +61,8 @@ uniform sampler2D colortex9; //Specular
|
||||
uniform sampler2D colortex10;
|
||||
uniform sampler2D colortex11;
|
||||
uniform sampler2D colortex12;
|
||||
uniform sampler2D colortex13;
|
||||
uniform sampler2D colortex14;
|
||||
uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
|
||||
|
||||
|
||||
@ -86,6 +87,9 @@ uniform float farPlane;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
flat varying vec3 zMults;
|
||||
flat varying vec3 zMults_DH;
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
@ -298,7 +302,6 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
|
||||
dV *= maxZ;
|
||||
vec3 dVWorld = -mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
|
||||
rayLength *= maxZ;
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
vec3 absorbance = vec3(1.0);
|
||||
@ -325,42 +328,7 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
|
||||
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
|
||||
|
||||
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
|
||||
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
|
||||
vec2 movement = vec2(-0.035*frameTimeCounter);
|
||||
float caustic = 0.0;
|
||||
float weightSum = 0.0;
|
||||
float radiance = 2.39996;
|
||||
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
|
||||
const vec2 wave_size[4] = vec2[](
|
||||
vec2(64.),
|
||||
vec2(32.,16.),
|
||||
vec2(16.,32.),
|
||||
vec2(48.)
|
||||
);
|
||||
|
||||
for (int i = 0; i < 4; i++){
|
||||
pos = rotationMatrix * pos;
|
||||
|
||||
vec2 speed = movement;
|
||||
float waveStrength = 1.0;
|
||||
|
||||
if( i == 0) {
|
||||
speed *= 0.15;
|
||||
waveStrength = 2.0;
|
||||
}
|
||||
|
||||
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
|
||||
|
||||
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
|
||||
|
||||
weightSum -= exp2(caustic*0.1);
|
||||
}
|
||||
return caustic / weightSum;
|
||||
}
|
||||
float fogPhase(float lightPoint){
|
||||
float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
|
||||
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
|
||||
@ -370,72 +338,70 @@ float fogPhase(float lightPoint){
|
||||
|
||||
return exponential;
|
||||
}
|
||||
|
||||
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
|
||||
int spCount = rayMarchSampleCount;
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
int spCount = rayMarchSampleCount;
|
||||
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
|
||||
rayLength *= maxZ;
|
||||
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
rayLength *= maxZ;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
|
||||
inColor *= exp(-rayLength * waterCoefs); // No need to take the integrated value
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
// float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
|
||||
float phase = fogPhase(VdotL) ;
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
float sh = 1.0;
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
|
||||
#ifdef VL_CLOUDS_SHADOWS
|
||||
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
#endif
|
||||
|
||||
vec3 sunMul = exp(-max(estSunDepth * d,0.0) * waterCoefs) * 5.0;
|
||||
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
|
||||
|
||||
vec3 Directlight = (lightSource * phase * sunMul) * sh;
|
||||
vec3 Indirectlight = ambientMul*ambient;
|
||||
|
||||
vec3 light = (Directlight + Indirectlight) * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
float sh = 1.0;
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
inColor += vL;
|
||||
|
||||
#ifdef VL_CLOUDS_SHADOWS
|
||||
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
#endif
|
||||
|
||||
vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
|
||||
vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
|
||||
|
||||
vec3 Directlight = (lightSource * phase * sunMul) * sh;
|
||||
vec3 Indirectlight = ambient * ambientMul;
|
||||
|
||||
vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
}
|
||||
inColor += vL;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, bool isSSS){
|
||||
@ -460,8 +426,9 @@ vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, boo
|
||||
vec3 direction = toClipSpace3_DH(viewPos + lightDir*rayLength, depthCheck) - clipPosition; //convert to clip space
|
||||
direction.xyz = direction.xyz / max(abs(direction.x)/texelSize.x, abs(direction.y)/texelSize.y); //fixed step size
|
||||
|
||||
float Stepmult = depthCheck ? (isSSS ? 0.5 : 6.0) : (isSSS ? 1.0 : 3.0);
|
||||
|
||||
vec3 rayDir = direction * (isSSS ? 1.5 : (depthCheck ? 6.0 : 3.0)) * vec3(RENDER_SCALE,1.0);
|
||||
vec3 rayDir = direction * Stepmult * vec3(RENDER_SCALE,1.0);
|
||||
|
||||
vec3 screenPos = clipPosition * vec3(RENDER_SCALE,1.0) + rayDir*noise;
|
||||
if(isSSS) screenPos -= rayDir*0.9;
|
||||
@ -502,15 +469,15 @@ float CustomPhase(float LightPos){
|
||||
return Final;
|
||||
}
|
||||
|
||||
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos, bool inShadowmapBounds){
|
||||
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
|
||||
|
||||
float labcurve = pow(Density, LabSSS_Curve);
|
||||
|
||||
float density = 15 - labcurve*10;
|
||||
float density = 15.0 - labcurve*10.0;
|
||||
|
||||
vec3 absorbed = max(1.0 - albedo,0.0);
|
||||
|
||||
vec3 scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
|
||||
vec3 scatter = exp(Scattering * absorbed * -5.0) * exp(Scattering * -density);
|
||||
|
||||
scatter *= labcurve;
|
||||
|
||||
@ -521,11 +488,11 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
|
||||
|
||||
vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
|
||||
|
||||
vec3 absorbed = max(1.0 - albedo,0.0);
|
||||
vec3 absorbColor = max(1.0 - albedo,0.0);
|
||||
|
||||
vec3 scatter = exp((Scattering*Scattering) * absorbed * -5.0) * sqrt(1.0 - Scattering);
|
||||
vec3 scatter = vec3(1)*exp(-3.0 * (Scattering*Scattering));
|
||||
|
||||
scatter *= clamp(1 - exp(Density * -10),0,1);
|
||||
scatter *= clamp(1.0 - exp(Density * -10.0),0.0,1.0);
|
||||
|
||||
return scatter;
|
||||
}
|
||||
@ -535,42 +502,42 @@ void Emission(
|
||||
vec3 Albedo,
|
||||
float Emission
|
||||
){
|
||||
// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
|
||||
// if( Emission < 235.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
|
||||
if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
|
||||
}
|
||||
|
||||
#include "/lib/indirect_lighting_effects.glsl"
|
||||
#include "/lib/PhotonGTAO.glsl"
|
||||
vec4 renderInfiniteWaterPlane(
|
||||
vec3 FragPosition, inout vec3 oceanNormals
|
||||
){
|
||||
// vec4 renderInfiniteWaterPlane(
|
||||
// vec3 FragPosition, inout vec3 oceanNormals
|
||||
// ){
|
||||
|
||||
float planeHeight = 20 + 0.50;
|
||||
float total_extinction = 1.0;
|
||||
vec3 color = vec3(0.0);
|
||||
// float planeHeight = 20 + 0.50;
|
||||
// float total_extinction = 1.0;
|
||||
// vec3 color = vec3(0.0);
|
||||
|
||||
//project pixel position into projected shadowmap space
|
||||
vec4 viewPos = normalize(gbufferModelViewInverse * vec4(FragPosition,1.0) );
|
||||
vec3 dV_view = normalize(viewPos.xyz); dV_view *= 1.0/abs(dV_view.y);
|
||||
// //project pixel position into projected shadowmap space
|
||||
// vec4 viewPos = normalize(gbufferModelViewInverse * vec4(FragPosition,1.0) );
|
||||
// vec3 dV_view = normalize(viewPos.xyz); dV_view *= 1.0/abs(dV_view.y);
|
||||
|
||||
float mult = length(dV_view);
|
||||
// float mult = length(dV_view);
|
||||
|
||||
float startFlip = mix(max(cameraPosition.y - planeHeight,0.0), max(planeHeight - cameraPosition.y,0), clamp(dV_view.y,0,1));
|
||||
float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - planeHeight,0.0,1.0));
|
||||
if(max(signFlip * normalize(dV_view).y,0.0) > 0.0) return vec4(0,0,0,1);
|
||||
// float startFlip = mix(max(cameraPosition.y - planeHeight,0.0), max(planeHeight - cameraPosition.y,0), clamp(dV_view.y,0,1));
|
||||
// float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - planeHeight,0.0,1.0));
|
||||
// if(max(signFlip * normalize(dV_view).y,0.0) > 0.0) return vec4(0,0,0,1);
|
||||
|
||||
vec3 progress_view = vec3(0,cameraPosition.y,0) + dV_view/abs(dV_view.y) * startFlip;
|
||||
// vec3 progress_view = vec3(0,cameraPosition.y,0) + dV_view/abs(dV_view.y) * startFlip;
|
||||
|
||||
oceanNormals = normalize(getWaveHeight((progress_view+cameraPosition).xz,1));
|
||||
// oceanNormals = normalize(getWaveHeight((progress_view+cameraPosition).xz,1));
|
||||
|
||||
vec3 Lighting = vec3(1);
|
||||
float object = 1;
|
||||
// vec3 Lighting = vec3(1);
|
||||
// float object = 1;
|
||||
|
||||
color += max(Lighting - Lighting*exp(-mult*object),0.0) * total_extinction;
|
||||
total_extinction *= max(exp(-mult*object),0.0);
|
||||
// color += max(Lighting - Lighting*exp(-mult*object),0.0) * total_extinction;
|
||||
// total_extinction *= max(exp(-mult*object),0.0);
|
||||
|
||||
return vec4(color, total_extinction);
|
||||
}
|
||||
// return vec4(color, total_extinction);
|
||||
// }
|
||||
|
||||
|
||||
// uniform float viewWidth;
|
||||
@ -606,27 +573,22 @@ vec3 getViewPos() {
|
||||
return viewPos.xyz;
|
||||
}
|
||||
|
||||
vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
|
||||
|
||||
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
|
||||
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
|
||||
|
||||
vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth, bool depthCheck){
|
||||
|
||||
const ivec2 scaling = ivec2(1.0);
|
||||
ivec2 posDepth = ivec2(coord)*scaling;
|
||||
ivec2 posColor = ivec2(coord);
|
||||
|
||||
// vec2 pos = mod(coord,2)*2 - 1;
|
||||
ivec2 pos = ivec2(coord*texelSize) + 1;
|
||||
// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
// float diffThreshold = referenceDepth;
|
||||
|
||||
float diffThreshold = 0.0002;
|
||||
|
||||
float diffThreshold = zMults.x;
|
||||
|
||||
vec4 RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
@ -635,18 +597,107 @@ vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float refer
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).a/65000.0);
|
||||
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
|
||||
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
|
||||
// return vec4(0,0,0,1) * SUM;
|
||||
return RESULT / SUM;
|
||||
}
|
||||
|
||||
vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
|
||||
ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
|
||||
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float diffThreshold = 0.01;
|
||||
#else
|
||||
float diffThreshold = zMults.x;
|
||||
#endif
|
||||
|
||||
vec4 RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
|
||||
#else
|
||||
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
|
||||
#endif
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
// return vec4(1) * SUM;
|
||||
return RESULT / SUM;
|
||||
|
||||
}
|
||||
|
||||
void BilateralUpscale_REUSE_Z(sampler2D tex1, sampler2D tex2, sampler2D depth, vec2 coord, float referenceDepth, inout vec2 ambientEffects, inout vec3 filteredShadow){
|
||||
ivec2 scaling = ivec2(1.0);
|
||||
ivec2 posDepth = ivec2(coord) * scaling;
|
||||
ivec2 posColor = ivec2(coord);
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float diffThreshold = 0.0005;
|
||||
#else
|
||||
float diffThreshold = 0.005;
|
||||
#endif
|
||||
|
||||
vec3 shadow_RESULT = vec3(0.0);
|
||||
vec2 ssao_RESULT = vec2(0.0);
|
||||
vec4 fog_RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
|
||||
#else
|
||||
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
|
||||
#endif
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
shadow_RESULT += texelFetch2D(tex1, posColor + radius + pos, 0).rgb * EDGES;
|
||||
ssao_RESULT += texelFetch2D(tex2, posColor + radius + pos, 0).rg * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
|
||||
filteredShadow = shadow_RESULT/SUM;
|
||||
ambientEffects = ssao_RESULT/SUM;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 DEBUG = vec3(1.0);
|
||||
@ -666,6 +717,7 @@ void main() {
|
||||
bool isDHrange = z >= 1.0;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float DH_mixedLinearZ = sqrt(texture2D(colortex12,texcoord).a/65000.0);
|
||||
float DH_depth0 = texture2D(dhDepthTex,texcoord).x;
|
||||
float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
|
||||
|
||||
@ -716,6 +768,7 @@ void main() {
|
||||
lightmap.y = 1.0;
|
||||
#endif
|
||||
|
||||
// if(isEyeInWater == 1) lightmap.y = max(lightmap.y, 0.75);
|
||||
|
||||
////// --------------- UNPACK MISC --------------- //////
|
||||
|
||||
@ -770,13 +823,14 @@ void main() {
|
||||
scatterCoef = dirtAmount * wateralbedo / 3.14;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 Indirect_lighting = vec3(1.0);
|
||||
vec3 Absorbtion = vec3(1.0);
|
||||
vec3 AmbientLightColor = vec3(0.0);
|
||||
vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
|
||||
vec3 Indirect_lighting = vec3(0.0);
|
||||
vec3 Indirect_SSS = vec3(0.0);
|
||||
|
||||
vec3 Direct_lighting = vec3(0.0);
|
||||
vec3 DirectLightColor = vec3(0.0);
|
||||
vec3 Direct_lighting = vec3(0.0);
|
||||
vec3 Direct_SSS = vec3(0.0);
|
||||
float cloudShadow = 1.0;
|
||||
float Shadows = 1.0;
|
||||
@ -793,8 +847,8 @@ void main() {
|
||||
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
DirectLightColor = lightCol.rgb/80.0;
|
||||
AmbientLightColor = averageSkyCol_Clouds;
|
||||
DirectLightColor = lightCol.rgb / 80.0;
|
||||
AmbientLightColor = averageSkyCol_Clouds / 30.0;
|
||||
|
||||
#ifdef PER_BIOME_ENVIRONMENT
|
||||
// BiomeSunlightColor(DirectLightColor);
|
||||
@ -806,20 +860,6 @@ void main() {
|
||||
DirectLightColor = mix(DirectLightColor, biomeDirect, maxDistance);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 filteredShadow = vec3(1.412,1.0,0.0);
|
||||
|
||||
#ifdef DENOISE_SSS_AND_SSAO
|
||||
if (!hand) filteredShadow = BilateralUpscale_SSAO(colortex3, depthtex0, gl_FragCoord.xy, ld(z0)).rgb;
|
||||
#else
|
||||
if (!hand) filteredShadow = texture2D(colortex3,texcoord).rgb;
|
||||
#endif
|
||||
|
||||
float ShadowBlockerDepth = filteredShadow.y;
|
||||
|
||||
|
||||
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
|
||||
shadowMap = Shadows;
|
||||
bool inShadowmapBounds = false;
|
||||
#endif
|
||||
|
||||
@ -827,8 +867,28 @@ void main() {
|
||||
float heightRelativeToClouds = clamp(cameraPosition.y - LAYER0_minHEIGHT,0.0,1.0);
|
||||
vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/////////////////////////////////// FILTER STUFF //////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
vec3 filteredShadow = vec3(1.412,1.0,0.0);
|
||||
vec2 SSAO_SSS = vec2(1.0);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
BilateralUpscale_REUSE_Z(colortex3, colortex14, colortex12, gl_FragCoord.xy, DH_mixedLinearZ, SSAO_SSS, filteredShadow);
|
||||
#else
|
||||
BilateralUpscale_REUSE_Z(colortex3, colortex14, depthtex0, gl_FragCoord.xy, ld(z0), SSAO_SSS, filteredShadow);
|
||||
#endif
|
||||
|
||||
///////////////////////////// start drawin :D
|
||||
float ShadowBlockerDepth = filteredShadow.y;
|
||||
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
|
||||
shadowMap = Shadows;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// START DRAW ////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
if (swappedDepth >= 1.0) {
|
||||
#ifdef OVERWORLD_SHADER
|
||||
vec3 Background = vec3(0.0);
|
||||
@ -875,7 +935,38 @@ void main() {
|
||||
} else {
|
||||
|
||||
feetPlayerPos += gbufferModelViewInverse[3].xyz;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
|
||||
#else
|
||||
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
||||
#endif
|
||||
|
||||
float Vdiff = distance(viewPos, viewPos0)*2.0;
|
||||
float estimatedDepth = Vdiff * abs(feetPlayerPos_normalized.y); //assuming water plane
|
||||
|
||||
// make it such that the estimated depth flips to be correct when entering water.
|
||||
if (isEyeInWater == 1){
|
||||
estimatedDepth = 40.0 * pow(max(1.0-lightmap.y,0.0),2.0);
|
||||
MinimumLightColor = vec3(10.0);
|
||||
}
|
||||
|
||||
float depthfalloff = 1.0 - clamp(exp(-0.1*estimatedDepth),0.0,1.0);
|
||||
|
||||
|
||||
float estimatedSunDepth = Vdiff; //assuming water plane
|
||||
Absorbtion = mix(exp(-2.0 * totEpsilon * estimatedDepth), exp(-8.0 * totEpsilon), depthfalloff);
|
||||
|
||||
// DirectLightColor *= Absorbtion;
|
||||
// AmbientLightColor *= Absorbtion;
|
||||
|
||||
// apply caustics to the lighting, and make sure they dont look weird
|
||||
// DirectLightColor *= mix(1.0, waterCaustics(feetPlayerPos + cameraPosition, WsunVec)*WATER_CAUSTICS_BRIGHTNESS + 0.25, clamp(estimatedDepth,0,1));
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////// MAJOR LIGHTSOURCE STUFF ////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
@ -937,7 +1028,7 @@ void main() {
|
||||
Shadows = shadowMap;
|
||||
}
|
||||
|
||||
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
|
||||
if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
|
||||
|
||||
#ifdef OLD_LIGHTLEAK_FIX
|
||||
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
|
||||
@ -949,9 +1040,12 @@ void main() {
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#if SSS_TYPE != 0
|
||||
#ifdef DISTANT_HORIZONS
|
||||
shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, max(far-32,0.0)),0.0)*5.0,1.0),2.0),2.0);
|
||||
#endif
|
||||
|
||||
#if defined DISTANT_HORIZONS_SHADOWMAP && defined Variable_Penumbra_Shadows
|
||||
float DH_SSS_DISTANCE = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, far),0.0)*5.0,1.0),2.0),2.0);
|
||||
ShadowBlockerDepth = mix(pow(1.0 - Shadows,2.0), ShadowBlockerDepth, DH_SSS_DISTANCE);
|
||||
ShadowBlockerDepth = mix(pow(1.0 - Shadows,2.0), ShadowBlockerDepth, shadowMapFalloff);
|
||||
#endif
|
||||
|
||||
#if !defined Variable_Penumbra_Shadows
|
||||
@ -976,13 +1070,11 @@ void main() {
|
||||
ShadowBlockerDepth = mix(1.0, ShadowBlockerDepth, shadowMapFalloff);
|
||||
#endif
|
||||
|
||||
Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), inShadowmapBounds);
|
||||
|
||||
Direct_SSS *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff);
|
||||
if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
|
||||
}
|
||||
|
||||
Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
|
||||
|
||||
// Direct_SSS *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff);
|
||||
// if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_SHADOWS
|
||||
@ -992,8 +1084,6 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef END_SHADER
|
||||
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
|
||||
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
|
||||
@ -1009,24 +1099,14 @@ void main() {
|
||||
|
||||
Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow;
|
||||
AmbientLightColor += lightColors * (endPhase*endPhase) * (1.0-exp(vec3(0.6,2.0,2) * -(endPhase*0.1))) ;
|
||||
|
||||
Direct_lighting *= Absorbtion;
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////// INDIRECT LIGHTING /////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#if indirect_effect == 1
|
||||
#ifdef DENOISE_SSS_AND_SSAO
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec2 SSAO_SSS = BilateralUpscale_DH(colortex14, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0), z >= 1.0).xy;
|
||||
#else
|
||||
vec2 SSAO_SSS = BilateralUpscale_SSAO(colortex14, depthtex0, gl_FragCoord.xy, ld(z)).xy;
|
||||
#endif
|
||||
#else
|
||||
vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise_2);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined OVERWORLD_SHADER && (indirect_effect == 0 || indirect_effect == 1)
|
||||
|
||||
vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1));
|
||||
@ -1040,136 +1120,106 @@ void main() {
|
||||
skylight = min(skylight, (SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x) * 2.5);
|
||||
#endif
|
||||
|
||||
AmbientLightColor *= skylight;
|
||||
Indirect_lighting = AmbientLightColor * skylight;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
|
||||
Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
|
||||
|
||||
vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
|
||||
vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
|
||||
|
||||
up *= pow( max( slopednormal.y, 0), 2);
|
||||
down *= pow( max(-slopednormal.y, 0), 2);
|
||||
AmbientLightColor += up + down;
|
||||
Indirect_lighting += up + down;
|
||||
|
||||
Indirect_lighting *= Absorbtion;
|
||||
#endif
|
||||
|
||||
#ifdef END_SHADER
|
||||
AmbientLightColor += vec3(0.5,0.75,1.0) * 0.9 + 0.1;
|
||||
Indirect_lighting += (vec3(0.5,0.75,1.0) * 0.9 + 0.1) * 0.1;
|
||||
|
||||
AmbientLightColor *= clamp(1.5 + dot(normal, feetPlayerPos_normalized)*0.5,0,2);
|
||||
Indirect_lighting *= clamp(1.5 + dot(normal, feetPlayerPos_normalized)*0.5,0,2);
|
||||
|
||||
Indirect_lighting *= Absorbtion;
|
||||
#endif
|
||||
|
||||
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
|
||||
Indirect_lighting = DoAmbientLightColor(Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
Indirect_lighting += LightningFlashLighting;
|
||||
#endif
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
|
||||
#else
|
||||
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
||||
#endif
|
||||
|
||||
float Vdiff = distance(viewPos, viewPos0);
|
||||
float VdotU = feetPlayerPos_normalized.y;
|
||||
float estimatedDepth = Vdiff * abs(VdotU); //assuming water plane
|
||||
|
||||
// make it such that the estimated depth flips to be correct when entering water.
|
||||
if (isEyeInWater == 1) estimatedDepth = (1.0-lightmap.y)*16.0;
|
||||
|
||||
float estimatedSunDepth = Vdiff; //assuming water plane
|
||||
vec3 Absorbtion = exp2(-totEpsilon*estimatedDepth);
|
||||
|
||||
DirectLightColor *= Absorbtion;
|
||||
if(isEyeInWater == 1 ) Indirect_lighting = (Indirect_lighting/exp2(-estimatedDepth*0.5)) * Absorbtion;
|
||||
|
||||
// apply caustics to the lighting
|
||||
float Direct_caustics = waterCaustics(feetPlayerPos + cameraPosition, WsunVec);
|
||||
DirectLightColor *= 1.0 + max(pow(Direct_caustics * 3.0, 2.0),0.0);
|
||||
|
||||
// if(isEyeInWater == 0) DirectLightColor *= max(eyeBrightnessSmooth.y/240., 0.0);
|
||||
}
|
||||
#endif
|
||||
#ifdef SSS_view
|
||||
Indirect_lighting = vec3(3.0);
|
||||
#endif
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
float SkySSS = 0.0;
|
||||
float SkySSS = 1.0;
|
||||
vec3 AO = vec3(1.0);
|
||||
|
||||
|
||||
#if indirect_effect == 0
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
Indirect_lighting *= AO;
|
||||
Direct_lighting *= AO;
|
||||
// Direct_lighting *= AO;
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 1
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
||||
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
||||
|
||||
AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;
|
||||
AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;//*SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;
|
||||
// AO *= exp((1-SSAO_SSS.x) * -10);
|
||||
|
||||
SkySSS = SSAO_SSS.y;
|
||||
|
||||
Indirect_lighting *= AO;
|
||||
Direct_lighting *= AO;
|
||||
#endif
|
||||
|
||||
// GTAO
|
||||
#if indirect_effect == 2
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
||||
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
||||
|
||||
vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
|
||||
if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
|
||||
|
||||
Indirect_lighting *= AO;
|
||||
Direct_lighting *= AO;
|
||||
#endif
|
||||
|
||||
// RTAO and/or SSGI
|
||||
#if indirect_effect == 3 || indirect_effect == 4
|
||||
if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
|
||||
#endif
|
||||
|
||||
#ifdef SSS_view
|
||||
// albedo = vec3(1);
|
||||
Indirect_lighting = vec3(0.5);
|
||||
|
||||
#if defined END_SHADER
|
||||
Direct_lighting *= AO;
|
||||
#endif
|
||||
|
||||
//////////////////////////////// SKY SSS ////////////////////////////////
|
||||
#if defined Ambient_SSS && defined OVERWORLD_SHADER
|
||||
|
||||
///////////////////////////// SKY SSS /////////////////////////////
|
||||
|
||||
#if defined Ambient_SSS && defined OVERWORLD_SHADER && indirect_effect == 1
|
||||
if (!hand){
|
||||
|
||||
#if indirect_effect != 1
|
||||
SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
|
||||
#endif
|
||||
|
||||
vec3 ambientColor = (averageSkyCol_Clouds / 12.0) * ambient_brightness; // divide by 12 to match the brightest part of ambient light facing up
|
||||
float skylightmap = pow(lightmap.y,3);
|
||||
vec3 ambientColor = AmbientLightColor * 2.5 * ambient_brightness; // x2.5 to match the brightness of upfacing skylight
|
||||
float skylightmap = pow(lightmap.y, 3.0);
|
||||
|
||||
Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
|
||||
Indirect_SSS *= ambientColor;
|
||||
Indirect_SSS *= skylightmap;
|
||||
|
||||
vec3 SSS_forSky = vec3((1.0 - SkySSS) * LabSSS);
|
||||
SSS_forSky *= ambientColor;
|
||||
SSS_forSky *= skylightmap;
|
||||
|
||||
//light up dark parts so its more visible
|
||||
Indirect_lighting = max(Indirect_lighting, SSS_forSky * ambientsss_brightness);
|
||||
Indirect_SSS *= AO;
|
||||
|
||||
// apply to ambient light.
|
||||
Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientsss_brightness);
|
||||
|
||||
Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientsss_brightness );
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(LabSSS > 0.0) Indirect_lighting += (1.0-SkySSS) * LightningPhase * lightningEffect * pow(lightmap.y,10);
|
||||
#endif
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////// FINALIZE /////////////////////////////
|
||||
@ -1180,7 +1230,6 @@ void main() {
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
// do these here so it gets underwater absorbtion.
|
||||
// Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * LabSSS*0);
|
||||
Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * Direct_SSS);
|
||||
#endif
|
||||
|
||||
@ -1197,52 +1246,15 @@ void main() {
|
||||
|
||||
}
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec4 vlBehingTranslucents = BilateralUpscale_DH(colortex13, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0));
|
||||
#else
|
||||
vec4 vlBehingTranslucents = BilateralUpscale(colortex13, depthtex1, gl_FragCoord.xy, ld(z));
|
||||
#endif
|
||||
|
||||
gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if (iswater && isEyeInWater == 0){
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
|
||||
#else
|
||||
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
||||
#endif
|
||||
|
||||
float Vdiff = distance(viewPos, viewPos0);
|
||||
float VdotU = feetPlayerPos_normalized.y;
|
||||
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
||||
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
|
||||
|
||||
float custom_lightmap_T = clamp(pow(texture2D(colortex14, texcoord).a,3.0),0.0,1.0);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
if(isDHrange) custom_lightmap_T = 0.85;
|
||||
#endif
|
||||
|
||||
vec3 lightColVol = lightCol.rgb / 80.;
|
||||
|
||||
|
||||
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ;
|
||||
|
||||
waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
|
||||
}
|
||||
#else
|
||||
if (iswater && isEyeInWater == 0){
|
||||
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
||||
float Vdiff = distance(viewPos,viewPos0);
|
||||
float VdotU = feetPlayerPos_normalized.y;
|
||||
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
||||
|
||||
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.3, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
||||
|
||||
waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
|
||||
}
|
||||
#endif
|
||||
|
||||
// gl_FragData[0].rgb = vec3(1) * (abs(ld(texture2D(depthtex0,texcoord + vec2(0.001,0)).r) - ld(z0)) < (1.0/(far * near))*0.1 ? 1.0 : 1e-5 );
|
||||
|
||||
//////// DEBUG VIEW STUFF
|
||||
#if DEBUG_VIEW == debug_SHADOWMAP
|
||||
@ -1251,7 +1263,7 @@ void main() {
|
||||
gl_FragData[0].rgb = mix(vec3(0.1) * (normal.y * 0.1 +0.9), Normal_Shadowmap, shadowMap);
|
||||
#endif
|
||||
#if DEBUG_VIEW == debug_NORMALS
|
||||
gl_FragData[0].rgb = normal;
|
||||
gl_FragData[0].rgb = FlatNormals;
|
||||
#endif
|
||||
#if DEBUG_VIEW == debug_SPECULAR
|
||||
gl_FragData[0].rgb = SpecularTex.rgb;
|
||||
@ -1266,6 +1278,13 @@ void main() {
|
||||
gl_FragData[0].rgb = viewPos * 0.001;
|
||||
#endif
|
||||
|
||||
// #if DEBUG_VIEW == debug_FILTERED_STUFF
|
||||
// vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
|
||||
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
|
||||
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
|
||||
// gl_FragData[0].rgb = FilteredDebug;
|
||||
// #endif
|
||||
|
||||
#ifdef CLOUDS_INFRONT_OF_WORLD
|
||||
gl_FragData[1] = texture2D(colortex2, texcoord);
|
||||
if(heightRelativeToClouds > 0.0 && !hand){
|
||||
|
@ -9,10 +9,14 @@ flat varying vec4 lightCol;
|
||||
|
||||
flat varying vec2 TAA_Offset;
|
||||
flat varying vec3 zMults;
|
||||
flat varying vec3 zMults_DH;
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
// uniform float far;
|
||||
uniform float near;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform float rainStrength;
|
||||
@ -39,7 +43,8 @@ void main() {
|
||||
|
||||
Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
|
||||
|
||||
zMults = vec3((far * near)*2.0,far+near,far-near);
|
||||
zMults = vec3(1.0/(far * near),far+near,far-near);
|
||||
zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
|
||||
|
||||
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
|
||||
@ -50,7 +55,11 @@ void main() {
|
||||
// WsunVec = normalize(LightDir);
|
||||
|
||||
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#ifdef TAA
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#else
|
||||
TAA_Offset = vec2(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
|
||||
|
@ -95,6 +95,22 @@ vec3 getViewPos() {
|
||||
return viewPos.xyz;
|
||||
}
|
||||
|
||||
vec3 ACESFilm2(vec3 x){
|
||||
// float a = 2.51f;
|
||||
// float b = 0.03f;
|
||||
// float c = 2.43f;
|
||||
// float d = 0.59f;
|
||||
// float e = 0.14f;
|
||||
|
||||
float a = 2.51f; // brightests
|
||||
float b = 0.53f; // lower midtones
|
||||
float c = 2.43f; // upper midtones
|
||||
float d = 0.59f; // upper midtones
|
||||
float e = 0.54f; // lowest tones
|
||||
return clamp((x*(a*x+b))/(x*(c*x+d)+e),0.0,1.0);
|
||||
}
|
||||
|
||||
|
||||
#define linear_to_srgb(x) (pow(x, vec3(1.0/2.2)))
|
||||
void main() {
|
||||
/* DRAWBUFFERS:7 */
|
||||
|
@ -2,16 +2,19 @@
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
// flat varying vec3 averageSkyCol_Clouds;
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
uniform sampler2D dhDepthTex;
|
||||
uniform sampler2D dhDepthTex1;
|
||||
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex6;
|
||||
uniform sampler2D colortex7;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
uniform vec3 sunVec;
|
||||
@ -43,6 +46,7 @@ uniform float eyeAltitude;
|
||||
#include "/lib/res_params.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/waterBump.glsl"
|
||||
|
||||
#include "/lib/DistantHorizons_projections.glsl"
|
||||
|
||||
@ -80,17 +84,31 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
|
||||
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
|
||||
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 blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
|
||||
}
|
||||
float R2_dither(){
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
||||
#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 ) ;
|
||||
}
|
||||
|
||||
void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
|
||||
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
|
||||
|
||||
@ -136,44 +154,73 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
|
||||
|
||||
}
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
|
||||
// #ifdef OVERWORLD_SHADER
|
||||
// vec4 waterVolumetrics_test( vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
// int spCount = rayMarchSampleCount;
|
||||
|
||||
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
|
||||
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
|
||||
vec2 movement = vec2(-0.035*frameTimeCounter);
|
||||
float caustic = 0.0;
|
||||
float weightSum = 0.0;
|
||||
float radiance = 2.39996;
|
||||
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
// vec3 start = toShadowSpaceProjected(rayStart);
|
||||
// vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
// vec3 dV = (end-start);
|
||||
|
||||
const vec2 wave_size[4] = vec2[](
|
||||
vec2(64.),
|
||||
vec2(32.,16.),
|
||||
vec2(16.,32.),
|
||||
vec2(48.)
|
||||
);
|
||||
// //limit ray length at 32 blocks for performance and reducing integration error
|
||||
// //you can't see above this anyway
|
||||
// float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
// dV *= maxZ;
|
||||
// rayLength *= maxZ;
|
||||
// estEndDepth *= maxZ;
|
||||
// estSunDepth *= maxZ;
|
||||
|
||||
// vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
// vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
|
||||
|
||||
for (int i = 0; i < 4; i++){
|
||||
pos = rotationMatrix * pos;
|
||||
// vec3 newabsorbance = exp(-rayLength * waterCoefs); // No need to take the integrated value
|
||||
|
||||
// float phase = fogPhase(VdotL) * 5.0;
|
||||
// vec3 absorbance = vec3(1.0);
|
||||
// vec3 vL = vec3(0.0);
|
||||
|
||||
vec2 speed = movement;
|
||||
float waveStrength = 1.0;
|
||||
|
||||
if( i == 0) {
|
||||
speed *= 0.15;
|
||||
waveStrength = 2.0;
|
||||
}
|
||||
|
||||
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
|
||||
// float expFactor = 11.0;
|
||||
// for (int i=0;i<spCount;i++) {
|
||||
// float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
// float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
// vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
|
||||
// vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
weightSum -= exp2(caustic*0.1);
|
||||
}
|
||||
return caustic / weightSum;
|
||||
}
|
||||
// //project into biased shadowmap space
|
||||
// #ifdef DISTORT_SHADOWMAP
|
||||
// float distortFactor = calcDistort(spPos.xy);
|
||||
// #else
|
||||
// float distortFactor = 1.0;
|
||||
// #endif
|
||||
|
||||
// vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
// float sh = 1.0;
|
||||
// if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
// pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
// sh = shadow2D( shadow, pos).x;
|
||||
// }
|
||||
|
||||
// #ifdef VL_CLOUDS_SHADOWS
|
||||
// sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
// #endif
|
||||
|
||||
// vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
|
||||
// vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
|
||||
|
||||
// vec3 Directlight = (lightSource * phase * sunMul) * sh;
|
||||
// // vec3 Indirectlight = ambient * ambientMul;
|
||||
// vec3 Indirectlight = max(ambient * ambientMul, vec3(0.01,0.2,0.4) * ambientMul * 0.1) ;
|
||||
|
||||
// vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
// vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
// absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
// }
|
||||
// // inColor += vL;
|
||||
// return vec4( vL, dot(newabsorbance,vec3(0.335)));
|
||||
// }
|
||||
|
||||
|
||||
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
@ -192,61 +239,74 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
|
||||
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
|
||||
// vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
|
||||
|
||||
// float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
|
||||
float phase = fogPhase(VdotL) ;
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
#endif
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
float expFactor = 11.0;
|
||||
|
||||
float YFade = pow(normalize(dVWorld).y*0.3+0.7,1.5);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float lowlightlevel = clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
|
||||
#else
|
||||
float lowlightlevel = 1.0;
|
||||
#endif
|
||||
// lowlightlevel = pow(lowlightlevel,0.5);
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
|
||||
|
||||
float sh = 1.0;
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
#ifdef OVERWORLD_SHADER
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
|
||||
#ifdef VL_CLOUDS_SHADOWS
|
||||
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 sunMul = exp(-max((estSunDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs);
|
||||
vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) * 2.0 ;
|
||||
// float bubble = 1.0 - pow(1.0-pow(1.0-min(max(1.0 - length(d*dVWorld) / (16),0.0)*5.0,1.0),2.0),2.0);
|
||||
float bubble = exp( -7.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0) );
|
||||
float bubble2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
|
||||
|
||||
float np3_Y = normalize(mat3(gbufferModelViewInverse) * rayEnd).y;
|
||||
float ambfogfade = clamp(exp(np3_Y*1.5 - 1.5),0.0,1.0) ;
|
||||
float sunCaustics = (waterCaustics(progressW, WsunVec)) * mix(0.25,10.0,bubble) + 0.75;
|
||||
|
||||
float sunCaustics = clamp(pow(waterCaustics(progressW, WsunVec)+1,5) * 2.0, phase*0.8+0.2, 1.0);
|
||||
vec3 sunMul = exp(-1 * d * waterCoefs * 1.1);
|
||||
vec3 Directlight = (lightSource * phase * sunMul * sunCaustics) * sh * lowlightlevel * pow(abs(WsunVec.y),1);
|
||||
#else
|
||||
vec3 Directlight = vec3(0.0);
|
||||
#endif
|
||||
|
||||
vec3 ambientMul = exp(-1 * d * waterCoefs);
|
||||
vec3 Indirectlight = ambient * ambientMul * YFade * lowlightlevel;
|
||||
|
||||
// make it such that the volume is brighter farther away from the camera.
|
||||
float bubbleOfClearness = max(pow(length(d*dVWorld)/16,5)*100.0,0.0) + 1;
|
||||
float bubbleOfClearness2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
|
||||
|
||||
vec3 Directlight = (lightSource * sunCaustics * phase * (sunMul+0.5)) * sh * pow(abs(WsunVec.y),2) * bubbleOfClearness;
|
||||
vec3 Indirectlight = max(ambient * ambientMul, vec3(0.6,0.6,1.0) * exp(-waterCoefs) * bubbleOfClearness2) * ambfogfade ;
|
||||
|
||||
vec3 light = (Directlight + Indirectlight) * scatterCoef ;
|
||||
vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
}
|
||||
inColor += vL;
|
||||
}
|
||||
#endif
|
||||
// #endif
|
||||
|
||||
vec4 blueNoise(vec2 coord){
|
||||
return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
|
||||
@ -255,6 +315,17 @@ vec2 R2_samples(int n){
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha * n);
|
||||
}
|
||||
|
||||
float fogPhase2(float lightPoint){
|
||||
float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
|
||||
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
|
||||
|
||||
float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
|
||||
exponential += sqrt(exp2(sqrt(linear) * -12.5));
|
||||
|
||||
return exponential;
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
@ -263,64 +334,75 @@ vec2 R2_samples(int n){
|
||||
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:0 */
|
||||
/* RENDERTARGETS:0 */
|
||||
|
||||
float noise_1 = R2_dither();
|
||||
float noise_1 = max(1.0 - R2_dither(),0.0015);
|
||||
float noise_2 = blueNoise();
|
||||
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
|
||||
|
||||
float z = texture2D(depthtex0,tc).x;
|
||||
bool iswater = texture2D(colortex7,tc).a > 0.99;
|
||||
|
||||
float z0 = texture2D(depthtex0,tc).x;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float DH_z = texture2D(dhDepthTex,tc).x;
|
||||
float DH_z0 = texture2D(dhDepthTex,tc).x;
|
||||
#else
|
||||
float DH_z = 0.0;
|
||||
float DH_z0 = 0.0;
|
||||
#endif
|
||||
|
||||
vec3 viewPos = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z);
|
||||
float z = texture2D(depthtex1,tc).x;
|
||||
float DH_z = texture2D(dhDepthTex1,tc).x;
|
||||
|
||||
vec3 viewPos1 = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z);
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
|
||||
vec3 playerPos = normalize(mat3(gbufferModelViewInverse) * viewPos1);
|
||||
// vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
|
||||
|
||||
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
|
||||
vec3 directLightColor = lightCol.rgb/80.0;
|
||||
vec3 indirectLightColor = averageSkyCol/30.0;
|
||||
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
///////////////// IN FRONT OF TRANSLUCENTS /////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
if (isEyeInWater == 0){
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos, vec2(noise_1,noise_2), lightCol.rgb/80.0, averageSkyCol/30.0);
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
|
||||
#endif
|
||||
|
||||
#if defined NETHER_SHADER || defined END_SHADER
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, noise_2);
|
||||
vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
///////////////// BEHIND OF TRANSLUCENTS /////////////////
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
if (isEyeInWater == 1){
|
||||
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
float estEyeDepth = clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
|
||||
// estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
|
||||
estEyeDepth = 0.0;
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
// vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
|
||||
float estEyeDepth = 1.0-clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
|
||||
estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
|
||||
vec3 vl = vec3(0.0);
|
||||
waterVolumetrics(vl, vec3(0.0), viewPos0, estEyeDepth, estEyeDepth, length(viewPos0), noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor , dot(normalize(viewPos0), normalize(sunVec* lightCol.a ) ));
|
||||
|
||||
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
|
||||
|
||||
vec3 lightColVol = lightCol.rgb / 80.;
|
||||
|
||||
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
vec3 ambientColVol = (averageSkyCol/30.0);
|
||||
|
||||
vec3 vl = vec3(0.0);
|
||||
waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ));
|
||||
|
||||
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
|
||||
#else
|
||||
vec3 fragpos0 = toScreenSpace(vec3(tc,z));
|
||||
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
|
||||
gl_FragData[0].a = 1;
|
||||
waterVolumetrics_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1.0, 1.0, 1.0, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
@ -4,11 +4,13 @@
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
flat varying float tempOffsets;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
@ -28,21 +30,40 @@ uniform int frameCounter;
|
||||
|
||||
uniform float frameTimeCounter;
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
|
||||
|
||||
#ifdef TAA
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
#else
|
||||
tempOffsets = 0.0;
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||||
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
lightCol.rgb = vec3(0.0);
|
||||
averageSkyCol = vec3(0.0);
|
||||
averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 30.0;
|
||||
#endif
|
||||
|
||||
#ifdef END_SHADER
|
||||
lightCol.rgb = vec3(0.0);
|
||||
averageSkyCol = vec3(0.0);
|
||||
averageSkyCol_Clouds = vec3(5.0);
|
||||
#endif
|
||||
|
||||
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||||
|
||||
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
|
||||
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
|
||||
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
|
||||
// WsunVec = normalize(LightDir);
|
||||
|
||||
|
||||
|
||||
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
|
||||
}
|
||||
|
@ -107,28 +107,25 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
|
||||
return (near * far) / (depth * (near - far) + far);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
|
||||
|
||||
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
|
||||
ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
|
||||
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
|
||||
|
||||
// vec2 pos = mod(coord,2)*2 - 1;
|
||||
ivec2 pos = ivec2((coord*texelSize) + 1.0);
|
||||
// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
float diffThreshold = zMults.x;
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float diffThreshold = 0.01;
|
||||
#else
|
||||
float diffThreshold = zMults.x;
|
||||
#endif
|
||||
|
||||
|
||||
vec4 RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
@ -136,96 +133,24 @@ vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenc
|
||||
for (int i = 0; i < 4; i++) {
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
float offsetDepth = ld(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).r);
|
||||
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
|
||||
#else
|
||||
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
|
||||
#endif
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
|
||||
|
||||
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
|
||||
// return vec4(1) * SUM;
|
||||
return RESULT / SUM;
|
||||
|
||||
|
||||
// coord = coord;
|
||||
// vec4 vl = vec4(0.0);
|
||||
// float sum = 0.0;
|
||||
// mat3x3 weights;
|
||||
// const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
// ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
|
||||
// ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION);
|
||||
// float dz = zMults.x;
|
||||
// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
|
||||
// //pos = ivec2(1,-1);
|
||||
|
||||
// ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
|
||||
// float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
// float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
// vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
|
||||
// sum += w;
|
||||
|
||||
// tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
|
||||
// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
// vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
|
||||
// sum += w;
|
||||
|
||||
// tcDepth = posD + ivec2(0) + pos * scaling;
|
||||
// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
// vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
|
||||
// sum += w;
|
||||
|
||||
// tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
|
||||
// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
// vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
|
||||
// sum += w;
|
||||
|
||||
// return vl/sum;
|
||||
}
|
||||
|
||||
vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth, bool depthCheck){
|
||||
|
||||
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
|
||||
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
|
||||
|
||||
// vec2 pos = mod(coord,2)*2 - 1;
|
||||
ivec2 pos = ivec2(coord*texelSize) + 1;
|
||||
// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
// float diffThreshold = referenceDepth;
|
||||
|
||||
float diffThreshold = zMults_DH.x;
|
||||
|
||||
vec4 RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).a/65000.0);
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
|
||||
return RESULT / SUM;
|
||||
}
|
||||
vec3 decode (vec2 encn){
|
||||
vec3 n = vec3(0.0);
|
||||
encn = encn * 2.0 - 1.0;
|
||||
@ -273,17 +198,18 @@ void applyContrast(inout vec3 color, float contrast){
|
||||
color = ((color - 0.5) * max(contrast, 0.0)) + 0.5;
|
||||
}
|
||||
|
||||
void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths, bool isEntity){
|
||||
void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, float lineardistance, bool isEntity){
|
||||
|
||||
vec2 UnalteredTexcoord = Texcoord;
|
||||
|
||||
float refractionStrength = isEntity ? 0.5 : 1.0;
|
||||
|
||||
Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE * refractionStrength );
|
||||
// Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE * refractionStrength );
|
||||
Texcoord = abs(Texcoord + (TangentNormals * mix(0.01, 0.1, pow(clamp(1.0-lineardistance/(32*4),0.0,1.0),2))) * RENDER_SCALE * refractionStrength );
|
||||
|
||||
float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g;
|
||||
|
||||
if(DistortedAlpha <= 0.001) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents
|
||||
if(DistortedAlpha < 0.1) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents
|
||||
}
|
||||
|
||||
uniform float dhRenderDistance;
|
||||
@ -297,7 +223,7 @@ void main() {
|
||||
|
||||
float z = texture2D(depthtex0,texcoord).x;
|
||||
float z2 = texture2D(depthtex1,texcoord).x;
|
||||
float frDepth = ld(z2);
|
||||
float frDepth = ld(z);
|
||||
|
||||
float swappedDepth = z;
|
||||
|
||||
@ -351,11 +277,17 @@ void main() {
|
||||
bool isTranslucentEntity = abs(trpData-0.1) < 0.01;
|
||||
float translucentAlpha = trpData;
|
||||
|
||||
|
||||
|
||||
////// --------------- get volumetrics
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec4 vl = BilateralUpscale_DH(colortex0, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0), z >= 1.0);
|
||||
#ifdef TOGGLE_VL_FOG
|
||||
#ifdef DISTANT_HORIZONS
|
||||
vec4 vl = BilateralUpscale(colortex0, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0));
|
||||
#else
|
||||
vec4 vl = BilateralUpscale(colortex0, depthtex0, gl_FragCoord.xy, frDepth);
|
||||
#endif
|
||||
#else
|
||||
vec4 vl = BilateralUpscale(colortex0, depthtex0, gl_FragCoord.xy, frDepth);
|
||||
vec4 vl = vec4(0,0,0,1);
|
||||
#endif
|
||||
|
||||
float bloomyFogMult = 1.0;
|
||||
@ -363,7 +295,7 @@ void main() {
|
||||
////// --------------- distort texcoords as a refraction effect
|
||||
vec2 refractedCoord = texcoord;
|
||||
#ifdef Refraction
|
||||
ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z), isTranslucentEntity);
|
||||
ApplyDistortion(refractedCoord, tangentNormals, linearDistance, isTranslucentEntity);
|
||||
#endif
|
||||
|
||||
////// --------------- MAIN COLOR BUFFER
|
||||
@ -405,7 +337,7 @@ void main() {
|
||||
#ifdef BorderFog
|
||||
color.rgb = mix(color.rgb, borderFogColor, fog);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
////// --------------- VARIOUS FOG EFFECTS (behind volumetric fog)
|
||||
//////////// blindness, nightvision, liquid fogs and misc fogs
|
||||
@ -446,17 +378,30 @@ void main() {
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
|
||||
vec3 fogfade = clamp( exp( (linearDistance / -4) * totEpsilon ) ,0.0,1.0);
|
||||
fogfade *= 1.0 - clamp( linearDistance / far,0.0,1.0);
|
||||
vec3 absorbColor = exp(-totEpsilon*linearDistance);
|
||||
vec3 maxAbsorb = exp(-8.0 * totEpsilon);
|
||||
|
||||
color.rgb *= fogfade;
|
||||
bloomyFogMult *= 0.3;
|
||||
#ifdef OVERWORLD_SHADER
|
||||
|
||||
linearDistance = length(vec3(p3.x,max(-p3.y,0.0),p3.z));
|
||||
float fogfade = exp(-0.001*(linearDistance*linearDistance));
|
||||
vec3 thresholdAbsorbedColor = mix(maxAbsorb, absorbColor, clamp(dot(absorbColor,vec3(0.33333)),0.0,1.0));
|
||||
color.rgb = mix(vec3(1.0) * clamp(WsunVec.y,0,1) * pow(normalize(np3).y*0.3+0.7,1.5) * maxAbsorb, color.rgb * thresholdAbsorbedColor, clamp(fogfade,0.0,1.0));
|
||||
|
||||
#else
|
||||
|
||||
color.rgb *= absorbColor;
|
||||
|
||||
#endif
|
||||
|
||||
bloomyFogMult *= 0.4;
|
||||
}
|
||||
|
||||
////// --------------- BLEND FOG INTO SCENE
|
||||
//////////// apply VL fog over opaque and translucents
|
||||
color *= vl.a;
|
||||
color += vl.rgb;
|
||||
bloomyFogMult *= vl.a;
|
||||
|
||||
////// --------------- VARIOUS FOG EFFECTS (in front of volumetric fog)
|
||||
//////////// blindness, nightvision, liquid fogs and misc fogs
|
||||
@ -495,10 +440,10 @@ void main() {
|
||||
#endif
|
||||
// color.rgb = vec3(1) * sqrt(texture2D(colortex12,texcoord).a/65000.0);
|
||||
|
||||
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
|
||||
gl_FragData[0].r = bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
|
||||
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
|
||||
|
||||
// if(isTranslucentEntity) gl_FragData[1].rgb = vec3(255);
|
||||
// gl_FragData[1].rgb = vec3(1) * sqrt(texelFetch2D(colortex12,ivec2(gl_FragCoord.xy),0).a/65000.0);
|
||||
|
||||
// gl_FragData[1].rgb = clamp(vec3(tangentNormals.xy,0), 0.0,68000.0);
|
||||
// gl_FragData[1].rgb = vl.rgb;
|
||||
}
|
@ -3,11 +3,16 @@
|
||||
varying vec2 texcoord;
|
||||
flat varying vec3 zMults;
|
||||
flat varying vec3 zMults_DH;
|
||||
flat varying vec3 WsunVec;
|
||||
|
||||
uniform float far;
|
||||
uniform float near;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform float sunElevation;
|
||||
flat varying vec2 TAA_Offset;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
@ -37,7 +42,14 @@ void main() {
|
||||
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0;
|
||||
#endif
|
||||
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#ifdef TAA
|
||||
TAA_Offset = offsets[framemod8];
|
||||
#else
|
||||
TAA_Offset = vec2(0.0);
|
||||
#endif
|
||||
|
||||
float lightCola = float(sunElevation > 1e-5)*2.0 - 1.0;
|
||||
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
|
||||
|
||||
zMults = vec3(1.0/(far * near),far+near,far-near);
|
||||
zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
|
||||
|
@ -13,9 +13,9 @@ const int colortex8Format = RGBA8; // Specular Texture
|
||||
const int colortex9Format = RGBA8; // rain in alpha
|
||||
const int colortex10Format = RGBA16; // resourcepack Skies
|
||||
const int colortex11Format = RGBA16; // unchanged translucents albedo, alpha and tangent normals
|
||||
|
||||
const int colortex12Format = RGBA16F; // DISTANT HORIZONS + VANILLA MIXED DEPTHs
|
||||
|
||||
const int colortex13Format = RGBA16F; // low res VL (composite5->composite15)
|
||||
const int colortex14Format = RGBA8; // rg = SSAO and SS-SSS. a = skylightmap for translucents.
|
||||
const int colortex15Format = RGBA8; // flat normals and vanilla AO
|
||||
*/
|
||||
|
@ -126,6 +126,8 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
|
||||
// uniform sampler2D colortex12;
|
||||
// const bool shadowHardwareFiltering = true;
|
||||
uniform sampler2DShadow shadow;
|
||||
uniform sampler2DShadow shadowtex0;
|
||||
uniform sampler2DShadow shadowtex1;
|
||||
#define TEST
|
||||
#define TIMEOFDAYFOG
|
||||
#include "/lib/lightning_stuff.glsl"
|
||||
@ -281,9 +283,10 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
|
||||
suncol = vec3(0.0);
|
||||
#endif
|
||||
|
||||
vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0);
|
||||
vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0);
|
||||
sky = sky*clouds.a + clouds.rgb / 5.0;
|
||||
|
||||
sky = mix(dot(sky,vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
|
||||
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), lightSourceColor*1.75, skyGroundCol/30.0);
|
||||
|
||||
sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
|
||||
|
@ -45,7 +45,12 @@ vec3 toScreenSpace(vec3 p) {
|
||||
}
|
||||
|
||||
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 ) ;
|
||||
}
|
||||
@ -67,12 +72,14 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
float blueNoise2(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
#ifdef TAA
|
||||
return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
#else
|
||||
return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
vec3 normVec (vec3 vec){
|
||||
return vec*inversesqrt(dot(vec,vec));
|
||||
}
|
||||
@ -100,7 +107,7 @@ void main() {
|
||||
|
||||
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize,1.0));
|
||||
|
||||
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(),blueNoise2()), sunColor/80.0, averageSkyCol/30.0);
|
||||
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0);
|
||||
|
||||
// gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
|
||||
gl_FragData[0] = VolumetricClouds;
|
||||
|
392
shaders/dimensions/deferred3.fsh
Normal file
392
shaders/dimensions/deferred3.fsh
Normal file
@ -0,0 +1,392 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
// flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
uniform sampler2D dhDepthTex;
|
||||
uniform sampler2D dhDepthTex1;
|
||||
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex6;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
uniform vec3 sunVec;
|
||||
uniform float sunElevation;
|
||||
|
||||
// uniform float far;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
uniform int frameCounter;
|
||||
uniform float frameTimeCounter;
|
||||
|
||||
// varying vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
// flat varying vec2 TAA_Offset;
|
||||
|
||||
uniform int isEyeInWater;
|
||||
uniform float rainStrength;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
uniform float eyeAltitude;
|
||||
|
||||
#define DHVLFOG
|
||||
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
||||
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
||||
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/projections.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
|
||||
#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);
|
||||
}
|
||||
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
const bool shadowHardwareFiltering = true;
|
||||
uniform sampler2DShadow shadow;
|
||||
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
#define TIMEOFDAYFOG
|
||||
#include "/lib/lightning_stuff.glsl"
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
#include "/lib/overworld_fog.glsl"
|
||||
#endif
|
||||
#ifdef NETHER_SHADER
|
||||
uniform sampler2D colortex4;
|
||||
#include "/lib/nether_fog.glsl"
|
||||
#endif
|
||||
#ifdef END_SHADER
|
||||
uniform sampler2D colortex4;
|
||||
#include "/lib/end_fog.glsl"
|
||||
#endif
|
||||
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
|
||||
}
|
||||
float R2_dither(){
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
|
||||
}
|
||||
void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
|
||||
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
|
||||
|
||||
int spCount = rayMarchSampleCount;
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
|
||||
|
||||
rayLength *= maxZ;
|
||||
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
|
||||
vec3 Indirectlight = ambientMul*ambient;
|
||||
|
||||
vec3 light = Indirectlight * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
}
|
||||
inColor += vL;
|
||||
|
||||
}
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
|
||||
|
||||
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
|
||||
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
|
||||
vec2 movement = vec2(-0.035*frameTimeCounter);
|
||||
float caustic = 0.0;
|
||||
float weightSum = 0.0;
|
||||
float radiance = 2.39996;
|
||||
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
|
||||
const vec2 wave_size[4] = vec2[](
|
||||
vec2(64.),
|
||||
vec2(32.,16.),
|
||||
vec2(16.,32.),
|
||||
vec2(48.)
|
||||
);
|
||||
|
||||
for (int i = 0; i < 4; i++){
|
||||
pos = rotationMatrix * pos;
|
||||
|
||||
vec2 speed = movement;
|
||||
float waveStrength = 1.0;
|
||||
|
||||
if( i == 0) {
|
||||
speed *= 0.15;
|
||||
waveStrength = 2.0;
|
||||
}
|
||||
|
||||
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
|
||||
|
||||
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
|
||||
|
||||
weightSum -= exp2(caustic*0.1);
|
||||
}
|
||||
return caustic / weightSum;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
int spCount = 8;
|
||||
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
|
||||
rayLength *= maxZ;
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
|
||||
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
|
||||
// vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
|
||||
|
||||
// float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
|
||||
float phase = fogPhase(VdotL) ;
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
float expFactor = 11.0;
|
||||
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
|
||||
float sh = 1.0;
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
|
||||
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
|
||||
|
||||
|
||||
vec3 sunMul = exp(-max((estSunDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs);
|
||||
vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) * 2.0 ;
|
||||
|
||||
float np3_Y = normalize(mat3(gbufferModelViewInverse) * rayEnd).y;
|
||||
float ambfogfade = clamp(exp(np3_Y*1.5 - 1.5),0.0,1.0) ;
|
||||
|
||||
float sunCaustics = clamp(pow(waterCaustics(progressW, WsunVec)+1,5) * 2.0, phase*0.8+0.2, 1.0);
|
||||
|
||||
|
||||
// make it such that the volume is brighter farther away from the camera.
|
||||
float bubbleOfClearness = max(pow(length(d*dVWorld)/16,5)*100.0,0.0) + 1;
|
||||
float bubbleOfClearness2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
|
||||
|
||||
vec3 Directlight = (lightSource * sunCaustics * phase * (sunMul+0.5)) * sh * pow(abs(WsunVec.y),2) * bubbleOfClearness;
|
||||
vec3 Indirectlight = max(ambient * ambientMul, vec3(0.6,0.6,1.0) * exp(-waterCoefs) * bubbleOfClearness2) * ambfogfade ;
|
||||
|
||||
vec3 light = (Directlight + Indirectlight) * scatterCoef ;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
}
|
||||
inColor += vL;
|
||||
}
|
||||
#endif
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 waterVolumetrics_test( vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
int spCount = rayMarchSampleCount;
|
||||
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
rayLength *= maxZ;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 newabsorbance = exp(-rayLength * waterCoefs); // No need to take the integrated value
|
||||
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
float sh = 1.0;
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
|
||||
// #ifdef VL_CLOUDS_SHADOWS
|
||||
// sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
// #endif
|
||||
|
||||
vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
|
||||
vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
|
||||
|
||||
vec3 Directlight = (lightSource * phase * sunMul) * sh;
|
||||
vec3 Indirectlight = ambient * ambientMul;
|
||||
|
||||
vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
}
|
||||
// inColor += vL;
|
||||
return vec4( vL, dot(newabsorbance,vec3(0.335)));
|
||||
}
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
|
||||
void main() {
|
||||
/* RENDERTARGETS:13 */
|
||||
|
||||
float noise_1 = R2_dither();
|
||||
float noise_2 = blueNoise();
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
|
||||
|
||||
float z = texture2D(depthtex1,tc).x;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float DH_z = texture2D(dhDepthTex1,tc).x;
|
||||
#else
|
||||
float DH_z = 0.0;
|
||||
#endif
|
||||
|
||||
float z0 = texture2D(depthtex0,tc).x;
|
||||
float DH_z0 = texture2D(dhDepthTex,tc).x;
|
||||
|
||||
vec3 viewPos = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z);
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
|
||||
|
||||
// if (isEyeInWater == 1){
|
||||
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
|
||||
float estEyeDepth = 1.0-clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
|
||||
estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
|
||||
|
||||
float Vdiff = distance(viewPos, viewPos0);
|
||||
float VdotU = 0.5;
|
||||
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
||||
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
|
||||
|
||||
|
||||
vec3 lightColVol = lightCol.rgb / 80.;
|
||||
|
||||
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
vec3 ambientColVol = (averageSkyCol/30.0);
|
||||
|
||||
|
||||
vec4 vl = waterVolumetrics_test(vec3(0), viewPos, estimatedDepth, estimatedSunDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(normalize(viewPos), normalize(sunVec* lightCol.a )) );
|
||||
|
||||
// waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ) );
|
||||
|
||||
gl_FragData[0] = clamp(vl, 0.000001,65000.);
|
||||
#else
|
||||
vec3 fragpos0 = toScreenSpace(vec3(tc,z));
|
||||
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
|
||||
gl_FragData[0].a = 1;
|
||||
waterVolumetrics_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1.0, 1.0, 1.0, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
|
||||
#endif
|
||||
// }
|
||||
}
|
48
shaders/dimensions/deferred3.vsh
Normal file
48
shaders/dimensions/deferred3.vsh
Normal file
@ -0,0 +1,48 @@
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/util.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
flat varying float tempOffsets;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
uniform float sunElevation;
|
||||
uniform vec3 sunPosition;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform int frameCounter;
|
||||
|
||||
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
|
||||
uniform float frameTimeCounter;
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
|
||||
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
|
||||
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||||
|
||||
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
|
||||
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
|
||||
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
|
||||
// WsunVec = normalize(LightDir);
|
||||
|
||||
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
|
||||
}
|
@ -6,6 +6,7 @@ uniform sampler2D colortex7;
|
||||
uniform vec2 texelSize;
|
||||
uniform float frameTimeCounter;
|
||||
|
||||
uniform sampler2D shadow;
|
||||
uniform sampler2D shadowcolor0;
|
||||
uniform sampler2D shadowcolor1;
|
||||
uniform sampler2D shadowtex0;
|
||||
@ -121,6 +122,20 @@ void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){
|
||||
}
|
||||
#endif
|
||||
|
||||
//float3 crosstalk_and_saturation(float3 color){
|
||||
//
|
||||
// float crosstalk = 0.0;
|
||||
// float saturation = 0.0
|
||||
//
|
||||
// float luminance = dot(COLOR, vec3(0.21, 0.72, 0.07));
|
||||
//
|
||||
// float3 difference = color - luminance;
|
||||
//
|
||||
// color = color + difference*(-luminance*crosstalk + saturation);
|
||||
//
|
||||
// return color;
|
||||
//}
|
||||
|
||||
uniform int hideGUI;
|
||||
void main() {
|
||||
#ifdef BICUBIC_UPSCALING
|
||||
@ -165,7 +180,6 @@ void main() {
|
||||
gl_FragColor.rgb = FINAL_COLOR;
|
||||
|
||||
|
||||
// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
|
||||
// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
|
||||
// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0)).rgb * vec3(1.0);
|
||||
|
||||
}
|
||||
|
436
shaders/dimensions/fogBehindTranslucent_pass.fsh
Normal file
436
shaders/dimensions/fogBehindTranslucent_pass.fsh
Normal file
@ -0,0 +1,436 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
uniform sampler2D dhDepthTex;
|
||||
uniform sampler2D dhDepthTex1;
|
||||
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex6;
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D colortex14;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
uniform vec3 sunVec;
|
||||
uniform float sunElevation;
|
||||
|
||||
// uniform float far;
|
||||
uniform float dhFarPlane;
|
||||
uniform float dhNearPlane;
|
||||
|
||||
uniform int frameCounter;
|
||||
uniform float frameTimeCounter;
|
||||
|
||||
// varying vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
// flat varying vec2 TAA_Offset;
|
||||
|
||||
uniform int isEyeInWater;
|
||||
uniform float rainStrength;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
uniform float eyeAltitude;
|
||||
|
||||
#define DHVLFOG
|
||||
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
||||
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
||||
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/projections.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/waterBump.glsl"
|
||||
|
||||
#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);
|
||||
}
|
||||
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
const bool shadowHardwareFiltering = true;
|
||||
uniform sampler2DShadow shadow;
|
||||
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
#define TIMEOFDAYFOG
|
||||
#include "/lib/lightning_stuff.glsl"
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
#include "/lib/overworld_fog.glsl"
|
||||
#endif
|
||||
#ifdef NETHER_SHADER
|
||||
uniform sampler2D colortex4;
|
||||
#include "/lib/nether_fog.glsl"
|
||||
#endif
|
||||
#ifdef END_SHADER
|
||||
uniform sampler2D colortex4;
|
||||
#include "/lib/end_fog.glsl"
|
||||
#endif
|
||||
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 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 ) ;
|
||||
}
|
||||
|
||||
void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
|
||||
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
|
||||
|
||||
int spCount = rayMarchSampleCount;
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
|
||||
|
||||
rayLength *= maxZ;
|
||||
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
|
||||
vec3 Indirectlight = ambientMul*ambient;
|
||||
|
||||
vec3 light = Indirectlight * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
}
|
||||
inColor += vL;
|
||||
|
||||
}
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
// float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
|
||||
|
||||
// vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
|
||||
// if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
|
||||
// vec2 movement = vec2(-0.035*frameTimeCounter);
|
||||
// float caustic = 0.0;
|
||||
// float weightSum = 0.0;
|
||||
// float radiance = 2.39996;
|
||||
// mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
|
||||
// const vec2 wave_size[4] = vec2[](
|
||||
// vec2(64.),
|
||||
// vec2(32.,16.),
|
||||
// vec2(16.,32.),
|
||||
// vec2(48.)
|
||||
// );
|
||||
|
||||
// for (int i = 0; i < 4; i++){
|
||||
// pos = rotationMatrix * pos;
|
||||
|
||||
// vec2 speed = movement;
|
||||
// float waveStrength = 1.0;
|
||||
|
||||
// if( i == 0) {
|
||||
// speed *= 0.15;
|
||||
// waveStrength = 2.0;
|
||||
// }
|
||||
|
||||
// float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
|
||||
|
||||
// caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
|
||||
|
||||
// weightSum -= exp2(caustic*0.1);
|
||||
// }
|
||||
// return caustic / weightSum;
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
// int spCount = 8;
|
||||
|
||||
// vec3 start = toShadowSpaceProjected(rayStart);
|
||||
// vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
// vec3 dV = (end-start);
|
||||
|
||||
// //limit ray length at 32 blocks for performance and reducing integration error
|
||||
// //you can't see above this anyway
|
||||
// float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
|
||||
// dV *= maxZ;
|
||||
// vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
|
||||
// rayLength *= maxZ;
|
||||
// float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
|
||||
// vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
|
||||
|
||||
// float phase = fogPhase(VdotL) * 5.0;
|
||||
// vec3 absorbance = vec3(1.0);
|
||||
// vec3 vL = vec3(0.0);
|
||||
|
||||
// float YFade = pow(normalize(dVWorld).y*0.5+0.6,1.5);
|
||||
// // float YFade = pow(max(normalize(dVWorld).y,0.0)*0.5+0.5,2);
|
||||
|
||||
// float lowlightlevel = clamp(eyeBrightnessSmooth.y/240.0,0.2,1.0);
|
||||
// float lowlightlevel2 = clamp(eyeBrightnessSmooth.y/240.0,0.02,1.0);
|
||||
// // lowlightlevel = pow(lowlightlevel,0.5);
|
||||
|
||||
// float expFactor = 11.0;
|
||||
// for (int i=0;i<spCount;i++) {
|
||||
// float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
|
||||
// float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
|
||||
// vec3 spPos = start.xyz + dV*d;
|
||||
// progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
||||
// //project into biased shadowmap space
|
||||
// #ifdef DISTORT_SHADOWMAP
|
||||
// float distortFactor = calcDistort(spPos.xy);
|
||||
// #else
|
||||
// float distortFactor = 1.0;
|
||||
// #endif
|
||||
// vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
// float sh = 1.0;
|
||||
// if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
// pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
// sh = shadow2D( shadow, pos).x;
|
||||
// }
|
||||
|
||||
// #ifdef VL_CLOUDS_SHADOWS
|
||||
// sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
// #endif
|
||||
|
||||
// // float bubble = 1.0 - pow(1.0-pow(1.0-min(max(1.0 - length(d*dVWorld) / (16),0.0)*5.0,1.0),2.0),2.0);
|
||||
// float bubble = exp( -7.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0) );
|
||||
// float bubble2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
|
||||
|
||||
|
||||
// float sunCaustics = (waterCaustics(progressW, WsunVec)) * mix(0.25,10.0,bubble) + 0.75;
|
||||
|
||||
// vec3 sunMul = exp(-1 * d * waterCoefs * 1.1);
|
||||
// vec3 ambientMul = exp(-1 * d * waterCoefs);
|
||||
|
||||
// vec3 Directlight = (lightSource * phase * sunMul * sunCaustics) * sh * lowlightlevel * pow(abs(WsunVec.y),1);
|
||||
// vec3 Indirectlight = ambient * ambientMul * lowlightlevel;
|
||||
|
||||
// // vec3 Indirectlight = max(ambient * ambientMul * lowlightlevel, vec3(0.01,0.2,0.4) * YFade * exp(-1.0 * d * waterCoefs));
|
||||
|
||||
// vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
// vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
// absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
// }
|
||||
// inColor += vL;
|
||||
// }
|
||||
#endif
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
float fogPhase2(float lightPoint){
|
||||
float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
|
||||
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
|
||||
|
||||
float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
|
||||
exponential += sqrt(exp2(sqrt(linear) * -12.5));
|
||||
|
||||
return exponential;
|
||||
}
|
||||
|
||||
vec4 waterVolumetrics_test( vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||
int spCount = rayMarchSampleCount;
|
||||
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
rayLength *= maxZ;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 newabsorbance = exp(-rayLength * waterCoefs); // No need to take the integrated value
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float phase = fogPhase(VdotL) * 5.0;
|
||||
#else
|
||||
float phase = 1.0;
|
||||
#endif
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
float sh = 1.0;
|
||||
#ifdef OVERWORLD_SHADER
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
//project into biased shadowmap space
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(spPos.xy);
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
|
||||
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
||||
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
||||
sh = shadow2D( shadow, pos).x;
|
||||
}
|
||||
|
||||
#ifdef VL_CLOUDS_SHADOWS
|
||||
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
|
||||
vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
|
||||
|
||||
vec3 Directlight = (lightSource * phase * sunMul) * sh;
|
||||
vec3 Indirectlight = max(ambient * ambientMul, vec3(0.01,0.2,0.4) * ambientMul * 0.1) ;
|
||||
|
||||
vec3 light = (Indirectlight + Directlight) * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-waterCoefs * dd * rayLength);
|
||||
}
|
||||
// inColor += vL;
|
||||
return vec4( vL, dot(newabsorbance,vec3(0.335)));
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
|
||||
void main() {
|
||||
/* RENDERTARGETS:13 */
|
||||
|
||||
float noise_1 = R2_dither();
|
||||
float noise_2 = blueNoise();
|
||||
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
|
||||
|
||||
bool iswater = texture2D(colortex7,tc).a > 0.99;
|
||||
|
||||
float z0 = texture2D(depthtex0,tc).x;
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float DH_z0 = texture2D(dhDepthTex,tc).x;
|
||||
#else
|
||||
float DH_z0 = 0.0;
|
||||
#endif
|
||||
|
||||
float z = texture2D(depthtex1,tc).x;
|
||||
float DH_z = texture2D(dhDepthTex1,tc).x;
|
||||
|
||||
|
||||
vec3 viewPos1 = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z);
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
|
||||
vec3 playerPos = normalize(mat3(gbufferModelViewInverse) * viewPos1);
|
||||
// vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
|
||||
float dirtAmount = Dirt_Amount + 0.1;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
|
||||
vec3 directLightColor = lightCol.rgb/80.0;
|
||||
vec3 indirectLightColor = averageSkyCol/30.0;
|
||||
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
///////////////// BEHIND OF TRANSLUCENTS /////////////////
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
// gl_FragData[0] = vec4(0,0,0,1);
|
||||
|
||||
if(texture2D(colortex2, tc).a > 0.0 || iswater){
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
float lightmap = texture2D(colortex14,tc).a;
|
||||
if(z >= 1.0 ) lightmap = 1.0;
|
||||
#else
|
||||
float lightmap = 1.0;
|
||||
#endif
|
||||
float Vdiff = distance(viewPos1, viewPos0);
|
||||
float VdotU = playerPos.y;
|
||||
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
||||
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
|
||||
|
||||
vec4 VolumetricFog2 = vec4(0,0,0,1);
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(!iswater) VolumetricFog2 = GetVolumetricFog(viewPos1, vec2(noise_1, noise_2), directLightColor, indirectLightColor);
|
||||
#endif
|
||||
|
||||
vec4 underwaterVlFog = vec4(0,0,0,1);
|
||||
underwaterVlFog = waterVolumetrics_test(viewPos0, viewPos1, estimatedDepth, estimatedSunDepth, Vdiff, noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic * max(lightmap,0.0), directLightColor, dot(normalize(viewPos1), normalize(sunVec*lightCol.a)) );
|
||||
|
||||
vec4 fogFinal = vec4(underwaterVlFog.rgb * VolumetricFog2.a + VolumetricFog2.rgb, VolumetricFog2.a * underwaterVlFog.a);
|
||||
|
||||
gl_FragData[0] = clamp(fogFinal, 0.0, 65000.0);
|
||||
|
||||
}else{
|
||||
gl_FragData[0] = vec4(0,0,0,1);
|
||||
}
|
||||
}
|
71
shaders/dimensions/fogBehindTranslucent_pass.vsh
Normal file
71
shaders/dimensions/fogBehindTranslucent_pass.vsh
Normal file
@ -0,0 +1,71 @@
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/util.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec3 averageSkyCol;
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
flat varying vec3 refractedSunVec;
|
||||
|
||||
flat varying float tempOffsets;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
uniform float sunElevation;
|
||||
uniform vec2 texelSize;
|
||||
uniform vec3 sunPosition;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform int frameCounter;
|
||||
|
||||
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
|
||||
uniform float frameTimeCounter;
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
|
||||
|
||||
#ifdef TAA
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
#else
|
||||
tempOffsets = 0.0;
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||||
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
lightCol.rgb = vec3(0.0);
|
||||
averageSkyCol = vec3(0.0);
|
||||
averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 30.0;
|
||||
#endif
|
||||
|
||||
#ifdef END_SHADER
|
||||
lightCol.rgb = vec3(0.0);
|
||||
averageSkyCol = vec3(0.0);
|
||||
averageSkyCol_Clouds = vec3(5.0);
|
||||
#endif
|
||||
|
||||
|
||||
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
|
||||
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
|
||||
// WsunVec = normalize(LightDir);
|
||||
|
||||
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
|
||||
}
|
@ -597,7 +597,7 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
|
||||
screen.TAA_OPTIONS.comment = Configure settings related to anti-aliasing.
|
||||
option.SCREENSHOT_MODE.comment = Toggle frame accumulation to get a low noise and high quality image. §bWhat is this?§r It stacks frames that happend onto the next frame that is generated, so it is like a long exposure photo.
|
||||
option.TAA.comment = Toggle temporal anti-aliasing. This removes all jagged edges on things, softens the image, and helps remove noise for many effects. This will cause ghosting or trailing because it uses past frames for extra information on the world. §aPERFORMANCE COST:§r low
|
||||
option.BLEND_FACTOR.comment = Configure how much of frame history is used. high number means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look smudged and cause trailing.
|
||||
option.BLEND_FACTOR.comment = Configure how much of frame history is used. high numbers means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look less moisy, but more smudged with more trailing.
|
||||
option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance.
|
||||
option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
|
||||
|
||||
|
@ -155,3 +155,20 @@ vec3 Tonemap_Uchimura(vec3 x) {
|
||||
const float b = 0.0; // pedestal 0.0
|
||||
return Tonemap_Uchimura_Modified(x, P, a, m, l, c, b);
|
||||
}
|
||||
|
||||
|
||||
vec3 Tonemap_Xonk(vec3 Color){
|
||||
|
||||
Color = pow(Color,vec3(1.3));
|
||||
|
||||
return Color / (0.333 + Color);
|
||||
// return pow(Color / (0.333 + Color), vec3(1.1));
|
||||
}
|
||||
|
||||
vec3 Tonemap_Full_Reinhard(vec3 C){
|
||||
|
||||
float whitepoint = 10.0;
|
||||
float lighten = 0.5;
|
||||
|
||||
return (C * (1.0 + C / (whitepoint*whitepoint))) / (lighten + C);
|
||||
}
|
@ -1,15 +1,16 @@
|
||||
vec3 DoAmbientLightColor(
|
||||
vec3 SkyColor,
|
||||
vec3 SkyColor,
|
||||
vec3 MinimumColor,
|
||||
vec3 TorchColor,
|
||||
vec2 Lightmap
|
||||
){
|
||||
|
||||
// do sky lighting.
|
||||
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
|
||||
vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
|
||||
SkyColor = SkyColor * ambient_brightness * skyLM;
|
||||
vec3 MinimumLight = MinimumColor * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
|
||||
vec3 IndirectLight = max(SkyColor, MinimumLight);
|
||||
|
||||
// vec3(0.2,0.4,1.0)
|
||||
// do torch lighting.
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
|
||||
|
@ -213,7 +213,9 @@ vec4 GetVolumetricFog(
|
||||
float dither,
|
||||
float dither2
|
||||
){
|
||||
|
||||
#ifndef TOGGLE_VL_FOG
|
||||
return vec4(0.0,0.0,0.0,1.0);
|
||||
#endif
|
||||
/// ------------- RAYMARCHING STUFF ------------- \\\
|
||||
|
||||
int SAMPLES = 16;
|
||||
|
@ -41,20 +41,32 @@ vec2 SpiralSample(
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
vec4 BilateralUpscale_SSAO(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
|
||||
const ivec2 scaling = ivec2(1.0);
|
||||
ivec2 posDepth = ivec2(coord)*scaling;
|
||||
ivec2 scaling = ivec2(1.0);
|
||||
ivec2 posDepth = ivec2(coord) * scaling;
|
||||
ivec2 posColor = ivec2(coord);
|
||||
|
||||
ivec2 pos = ivec2(coord*texelSize);
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
|
||||
|
||||
ivec2 getRadius[4] = ivec2[](
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2,-2),
|
||||
ivec2(-2, 0),
|
||||
ivec2( 0, 0),
|
||||
ivec2( 0,-2)
|
||||
);
|
||||
|
||||
float diffThreshold = 0.005;
|
||||
// ivec2 getRadius3x3[8] = ivec2[](
|
||||
// ivec2(-2,-2),
|
||||
// ivec2(-2, 0),
|
||||
// ivec2( 0, 0),
|
||||
// ivec2( 0,-2),
|
||||
// ivec2(-2,-1),
|
||||
// ivec2(-1,-2),
|
||||
// ivec2(0,-1),
|
||||
// ivec2(-1,0)
|
||||
// );
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float diffThreshold = 0.0005 ;
|
||||
#else
|
||||
float diffThreshold = 0.005;
|
||||
#endif
|
||||
|
||||
vec4 RESULT = vec4(0.0);
|
||||
float SUM = 0.0;
|
||||
@ -62,18 +74,22 @@ vec4 BilateralUpscale_SSAO(sampler2D tex, sampler2D depth, vec2 coord, float ref
|
||||
for (int i = 0; i < 4; i++) {
|
||||
|
||||
ivec2 radius = getRadius[i];
|
||||
|
||||
float offsetDepth = ld(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).r);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
|
||||
#else
|
||||
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
|
||||
#endif
|
||||
|
||||
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
|
||||
|
||||
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
|
||||
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
|
||||
|
||||
SUM += EDGES;
|
||||
}
|
||||
|
||||
return RESULT / SUM;
|
||||
// return vec4(1,1,1,1) * SUM/4;
|
||||
|
||||
return RESULT / SUM;
|
||||
}
|
||||
|
||||
vec2 SSAO(
|
||||
|
@ -41,6 +41,11 @@ vec4 GetVolumetricFog(
|
||||
float dither,
|
||||
float dither2
|
||||
){
|
||||
|
||||
#ifndef TOGGLE_VL_FOG
|
||||
return vec4(0.0,0.0,0.0,1.0);
|
||||
#endif
|
||||
|
||||
int SAMPLES = 16;
|
||||
vec3 vL = vec3(0.0);
|
||||
float absorbance = 1.0;
|
||||
|
@ -174,7 +174,7 @@ vec4 GetVolumetricFog(
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float atmosphereMult = 1.0;
|
||||
#else
|
||||
float atmosphereMult = 2.0;
|
||||
float atmosphereMult = 1.5;
|
||||
#endif
|
||||
|
||||
float expFactor = 11.0;
|
||||
|
@ -9,15 +9,17 @@
|
||||
// #define Vanilla_like_water
|
||||
#define WATER_WAVE_STRENGTH 1.0 // [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]
|
||||
#define Dirt_Amount 0.14 // [0.0 0.04 0.08 0.12 0.16 0.2 0.24 0.28 0.32 0.36 0.4 0.44 0.48 0.52 0.56 0.6 0.64 0.68 0.72 0.76 0.8 0.84 0.88 0.92 0.96 1.0 1.04 1.08 1.12 1.16 1.2 1.24 1.28 1.32 1.36 1.4 1.44 1.48 1.52 1.56 1.6 1.64 1.68 1.72 1.76 1.8 1.84 1.88 1.92 1.96 2.0 ]
|
||||
|
||||
#define Dirt_Scatter_R 0.7 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 ]
|
||||
#define Dirt_Scatter_G 0.7 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 ]
|
||||
#define Dirt_Scatter_B 0.7 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 ]
|
||||
#define Dirt_Absorb_R 1.65 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Dirt_Absorb_G 1.85 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Dirt_Absorb_B 2.05 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Dirt_Absorb_R 0.65 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Dirt_Absorb_G 0.85 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Dirt_Absorb_B 1.05 // [0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 1.02 1.04 1.06 1.08 1.1 1.12 1.14 1.16 1.18 1.2 1.22 1.24 1.26 1.28 1.3 1.32 1.34 1.36 1.38 1.4 1.42 1.44 1.46 1.48 1.5 1.52 1.54 1.56 1.58 1.6 1.62 1.64 1.66 1.68 1.7 1.72 1.74 1.76 1.78 1.8 1.82 1.84 1.86 1.88 1.9 1.92 1.94 1.96 1.98 2.0 ]
|
||||
#define Water_Absorb_R 0.2629 // [0.0 0.0025 0.005 0.0075 0.01 0.0125 0.015 0.0175 0.02 0.0225 0.025 0.0275 0.03 0.0325 0.035 0.0375 0.04 0.0425 0.045 0.0475 0.05 0.0525 0.055 0.0575 0.06 0.0625 0.065 0.0675 0.07 0.0725 0.075 0.0775 0.08 0.0825 0.085 0.0875 0.09 0.0925 0.095 0.0975 0.1 0.1025 0.105 0.1075 0.11 0.1125 0.115 0.1175 0.12 0.1225 0.125 0.1275 0.13 0.1325 0.135 0.1375 0.14 0.1425 0.145 0.1475 0.15 0.1525 0.155 0.1575 0.16 0.1625 0.165 0.1675 0.17 0.1725 0.175 0.1775 0.18 0.1825 0.185 0.1875 0.19 0.1925 0.195 0.1975 0.2 0.2025 0.205 0.2075 0.21 0.2125 0.215 0.2175 0.22 0.2225 0.225 0.2275 0.23 0.2325 0.235 0.2375 0.24 0.2425 0.245 0.2475 0.25 ]
|
||||
#define Water_Absorb_G 0.0565 // [0.0 0.0025 0.005 0.0075 0.01 0.0125 0.015 0.0175 0.02 0.0225 0.025 0.0275 0.03 0.0325 0.035 0.0375 0.04 0.0425 0.045 0.0475 0.05 0.0525 0.055 0.0575 0.06 0.0625 0.065 0.0675 0.07 0.0725 0.075 0.0775 0.08 0.0825 0.085 0.0875 0.09 0.0925 0.095 0.0975 0.1 0.1025 0.105 0.1075 0.11 0.1125 0.115 0.1175 0.12 0.1225 0.125 0.1275 0.13 0.1325 0.135 0.1375 0.14 0.1425 0.145 0.1475 0.15 0.1525 0.155 0.1575 0.16 0.1625 0.165 0.1675 0.17 0.1725 0.175 0.1775 0.18 0.1825 0.185 0.1875 0.19 0.1925 0.195 0.1975 0.2 0.2025 0.205 0.2075 0.21 0.2125 0.215 0.2175 0.22 0.2225 0.225 0.2275 0.23 0.2325 0.235 0.2375 0.24 0.2425 0.245 0.2475 0.25 ]
|
||||
#define Water_Absorb_B 0.01011 // [0.0 0.0025 0.005 0.0075 0.01 0.0125 0.015 0.0175 0.02 0.0225 0.025 0.0275 0.03 0.0325 0.035 0.0375 0.04 0.0425 0.045 0.0475 0.05 0.0525 0.055 0.0575 0.06 0.0625 0.065 0.0675 0.07 0.0725 0.075 0.0775 0.08 0.0825 0.085 0.0875 0.09 0.0925 0.095 0.0975 0.1 0.1025 0.105 0.1075 0.11 0.1125 0.115 0.1175 0.12 0.1225 0.125 0.1275 0.13 0.1325 0.135 0.1375 0.14 0.1425 0.145 0.1475 0.15 0.1525 0.155 0.1575 0.16 0.1625 0.165 0.1675 0.17 0.1725 0.175 0.1775 0.18 0.1825 0.185 0.1875 0.19 0.1925 0.195 0.1975 0.2 0.2025 0.205 0.2075 0.21 0.2125 0.215 0.2175 0.22 0.2225 0.225 0.2275 0.23 0.2325 0.235 0.2375 0.24 0.2425 0.245 0.2475 0.25 ]
|
||||
|
||||
#define rayMarchSampleCount 2 // [1 2 3 4 6 8 12 16 32 64]
|
||||
#define Water_Top_Layer 62.90 // [0.90 1.90 2.90 3.90 4.90 5.90 6.90 7.90 8.90 9.90 10.90 11.90 12.90 13.90 14.90 15.90 16.90 17.90 18.90 19.90 20.90 21.90 22.90 23.90 24.90 25.90 26.90 27.90 28.90 29.90 30.90 31.90 32.90 33.90 34.90 35.90 36.90 37.90 38.90 39.90 40.90 41.90 42.90 43.90 44.90 45.90 46.90 47.90 48.90 49.90 50.90 51.90 52.90 53.90 54.90 55.90 56.90 57.90 58.90 59.90 60.90 61.90 62.90 63.90 64.90 65.90 66.90 67.90 68.90 69.90 70.90 71.90 72.90 73.90 74.90 75.90 76.90 77.90 78.90 79.90 80.90 81.90 82.90 83.90 84.90 85.90 86.90 87.90 88.90 89.90 90.90 91.90 92.90 93.90 94.90 95.90 96.90 97.90 98.90 99.90 100.90 101.90 102.90 103.90 104.90 105.90 106.90 107.90 108.90 109.90 110.90 111.90 112.90 113.90 114.90 115.90 116.90 117.90 118.90 119.90 120.90 121.90 122.90 123.90 124.90 125.90 126.90 127.90 128.90 129.90 130.90 131.90 132.90 133.90 134.90 135.90 136.90 137.90 138.90 139.90 140.90 141.90 142.90 143.90 144.90 145.90 146.90 147.90 148.90 149.90 150.90 151.90 152.90 153.90 154.90 155.90 156.90 157.90 158.90 159.90 160.90 161.90 162.90 163.90 164.90 165.90 166.90 167.90 168.90 169.90 170.90 171.90 172.90 173.90 174.90 175.90 176.90 177.90 178.90 179.90 180.90 181.90 182.90 183.90 184.90 185.90 186.90 187.90 188.90 189.90 190.90 191.90 192.90 193.90 194.90 195.90 196.90 197.90 198.90 199.90]
|
||||
|
||||
@ -132,7 +134,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
|
||||
#define VPS_Search_Samples 4 // [4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32]
|
||||
#define Min_Shadow_Filter_Radius 5.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ]
|
||||
#define Max_Shadow_Filter_Radius 30.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ]
|
||||
#define Max_Filter_Depth 99.0 // [0.1 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 220.0]
|
||||
#define Max_Filter_Depth 35.0 // [0.1 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 220.0]
|
||||
|
||||
#define BASIC_SHADOW_FILTER
|
||||
#define SHADOW_FILTER_SAMPLE_COUNT 13 // [1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 ]
|
||||
@ -492,7 +494,7 @@ uniform int moonPhase;
|
||||
#define TAA
|
||||
// #define SCREENSHOT_MODE
|
||||
// #define TAA_UPSCALING
|
||||
#define BLEND_FACTOR 0.16 // [0.01 0.02 0.03 0.04 0.05 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.20 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00]
|
||||
#define BLEND_FACTOR 0.12 // [0.01 0.02 0.03 0.04 0.05 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.20 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00]
|
||||
#define CLOSEST_VELOCITY
|
||||
//#define NO_CLIP
|
||||
|
||||
@ -520,7 +522,7 @@ uniform int moonPhase;
|
||||
// ----- COLOR/POST PROCESSING RELATED SETTINGS ----- //
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
#define TONEMAP ToneMap_Hejl2015 // [Tonemap_Uchimura HableTonemap reinhard Tonemap_Lottes ACESFilm]
|
||||
#define TONEMAP ToneMap_Hejl2015 // [ToneMap_Hejl2015 Tonemap_Xonk Tonemap_Uchimura HableTonemap Tonemap_Full_Reinhard reinhard Tonemap_Lottes ACESFilm]
|
||||
//#define USE_ACES_COLORSPACE_APPROXIMATION
|
||||
|
||||
#define CONTRAST_ADAPTATIVE_SHARPENING
|
||||
@ -628,6 +630,7 @@ uniform int moonPhase;
|
||||
|
||||
#define TRANSLUCENT_ENTITIES
|
||||
|
||||
#define WATER_CAUSTICS_BRIGHTNESS 1.0 // [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 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
|
||||
#define DENOISE_SSS_AND_SSAO
|
||||
|
||||
///////////////////////////////////////////
|
||||
@ -664,7 +667,8 @@ uniform int moonPhase;
|
||||
#define debug_DIRECT 5
|
||||
#define debug_VIEW_POSITION 6
|
||||
#define debug_DH_WATER_BLENDING 7
|
||||
#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING]
|
||||
#define debug_FILTERED_STUFF 8
|
||||
#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF]
|
||||
|
||||
/////////////////////////////////
|
||||
// ----- RANDOM SETTINGS ----- //
|
||||
|
@ -188,11 +188,10 @@ void DoSpecularReflections(
|
||||
|
||||
Lightmap = clamp((Lightmap-0.6)*5.0, 0.0,1.0);
|
||||
|
||||
// Roughness = unpackRoughness(Roughness);
|
||||
Roughness = 1.0 - Roughness; Roughness *= Roughness;
|
||||
F0 = F0 == 0.0 ? 0.02 : F0;
|
||||
|
||||
// Roughness = 0.0;
|
||||
// Roughness = 0.1;
|
||||
// F0 = 0.9;
|
||||
|
||||
mat3 Basis = CoordBase(Normal);
|
||||
@ -221,7 +220,8 @@ void DoSpecularReflections(
|
||||
bool hasReflections = Roughness_Threshold == 1.0 ? true : F0 * (1.0 - Roughness * Roughness_Threshold) > 0.01;
|
||||
|
||||
// mulitply all reflections by the albedo if it is a metal.
|
||||
vec3 Metals = F0 > 229.5/255.0 ? max(Albedo, Fresnel) : vec3(1.0);
|
||||
vec3 Metals = F0 > 229.5/255.0 ? lerp(normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3), vec3(1.0), Fresnel * pow(1.0-Roughness,25.0)) : vec3(1.0);
|
||||
// vec3 Metals = F0 > 229.5/255.0 ? max(Albedo, Fresnel) : vec3(1.0);
|
||||
|
||||
// --------------- BACKGROUND REFLECTIONS
|
||||
// apply background reflections to the final color. make sure it does not exist based on the lightmap
|
||||
|
@ -44,5 +44,6 @@ float stars(vec3 viewPos){
|
||||
float elevation = clamp(viewPos.y,0.,1.);
|
||||
vec2 uv = viewPos.xz/(1.5+elevation);
|
||||
|
||||
return StableStarField(uv*1000.,0.999)*0.5*0.3;
|
||||
return exp((1.0-StableStarField(uv*1000.,0.999)) * -10) * 3;
|
||||
// return StableStarField(uv*1000.,0.999)*0.5*0.3;
|
||||
}
|
||||
|
@ -259,7 +259,6 @@ float phaseg(float x, float g){
|
||||
}
|
||||
|
||||
|
||||
// random magic number bullshit go!
|
||||
vec3 DoCloudLighting(
|
||||
float density,
|
||||
float densityFaded,
|
||||
@ -276,7 +275,7 @@ vec3 DoCloudLighting(
|
||||
float powder = 1.0 - exp(-10.0 * densityFaded);
|
||||
float lesspowder = powder*0.4+0.6;
|
||||
|
||||
float indirectScatter = exp2( -15 * sqrt((skyScatter*skyScatter*skyScatter) * densityFaded)) * lesspowder;
|
||||
float indirectScatter = exp(-15 * sqrt((skyScatter*skyScatter*skyScatter) * densityFaded)) * lesspowder;
|
||||
|
||||
vec3 indirectLight = skyLightCol * mix(1.0, indirectScatter, distantfog);
|
||||
|
||||
@ -406,7 +405,7 @@ if(layer == 2){
|
||||
directLight += HighAlt_shadow;
|
||||
#endif
|
||||
|
||||
float skyScatter = clamp(((maxHeight - 20 - rayProgress.y) / 275.0) * (0.5+cloudDensity),0.0,1.0);
|
||||
float skyScatter = clamp(((maxHeight - 50 - rayProgress.y) / 275.0) * (0.5+cloudDensity),0.0,1.0);
|
||||
vec3 lighting = DoCloudLighting(muE, cumulus, skyLightCol * skylightOcclusion, skyScatter, directLight, sunScatter, sunMultiScatter, distantfog);
|
||||
|
||||
|
||||
|
@ -1,81 +1,82 @@
|
||||
float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { // water waves
|
||||
vec2 movement = vec2(frameTimeCounter*0.05);
|
||||
vec2 pos = posxz ;
|
||||
float caustic = 1.0;
|
||||
float weightSum = 0.0;
|
||||
float waterCaustics(vec3 worldPos, vec3 sunVec) {
|
||||
|
||||
vec3 projectedPos = worldPos - (sunVec/sunVec.y*worldPos.y);
|
||||
vec2 pos = projectedPos.xz;
|
||||
|
||||
float heightSum = 0.0;
|
||||
float movement = frameTimeCounter*0.02;
|
||||
// movement = 0.0;
|
||||
|
||||
float radiance = 2.39996;
|
||||
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
|
||||
const vec2 wave_size[3] = vec2[](
|
||||
|
||||
vec2 wave_size[3] = vec2[](
|
||||
vec2(48.,12.),
|
||||
vec2(12.,48.),
|
||||
vec2(32.)
|
||||
vec2(32.,32.)
|
||||
);
|
||||
|
||||
float WavesLarge = clamp( pow(1.0-pow(1.0-texture2D(noisetex, pos / 600.0 ).b, 5.0),5.0),0.1,1.0);
|
||||
// float WavesLarge = pow(abs(0.5-texture2D(noisetex, pos / 600.0 ).b),2);
|
||||
float WavesLarge = max(texture2D(noisetex, pos / 600.0 ).b,0.1);
|
||||
|
||||
for (int i = 0; i < 3; i++){
|
||||
pos = rotationMatrix * pos ;
|
||||
|
||||
float Waves = texture2D(noisetex, pos / wave_size[i] + (1.0-WavesLarge)*0.5 + movement).b;
|
||||
|
||||
|
||||
caustic += exp2(pow(Waves,3.0) * -5.0);
|
||||
weightSum += exp2(-(3.0-caustic*pow(WavesLarge,2)));
|
||||
pos = rotationMatrix * pos;
|
||||
heightSum += pow(abs(abs(texture2D(noisetex, pos / wave_size[i] + WavesLarge*0.5 + movement).b * 2.0 - 1.0) * 2.0 - 1.0), 2.0) ;
|
||||
}
|
||||
return ((3.0-caustic) * weightSum / (30.0 * 3.0));
|
||||
|
||||
float FinalCaustics = exp((1.0 + 5.0 * pow(WavesLarge,0.5)) * (heightSum / 3.0 - 0.5));
|
||||
|
||||
return FinalCaustics;
|
||||
}
|
||||
|
||||
float getWaterHeightmap(vec2 posxz) {
|
||||
|
||||
vec2 pos = posxz;
|
||||
float heightSum = 0.0;
|
||||
float movement = frameTimeCounter*0.02;
|
||||
// movement = 0.0;
|
||||
|
||||
float radiance = 2.39996;
|
||||
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
|
||||
// float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { // water waves
|
||||
// vec2 movement = vec2(frameTimeCounter*0.025);
|
||||
// vec2 pos = posxz ;
|
||||
// float caustic = 1.0;
|
||||
// float weightSum = 0.0;
|
||||
vec2 wave_size[3] = vec2[](
|
||||
vec2(48.,12.),
|
||||
vec2(12.,48.),
|
||||
vec2(32.,32.)
|
||||
);
|
||||
|
||||
// float radiance = 2.39996;
|
||||
// mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
|
||||
float WavesLarge = max(texture2D(noisetex, pos / 600.0 ).b,0.1);
|
||||
|
||||
// const vec2 wave_size[3] = vec2[](
|
||||
// vec2(60.,30.),
|
||||
// vec2(30.,60.),
|
||||
// vec2(45.)
|
||||
// );
|
||||
for (int i = 0; i < 3; i++){
|
||||
pos = rotationMatrix * pos;
|
||||
heightSum += texture2D(noisetex, pos / wave_size[i] + WavesLarge*0.5 + movement).b;
|
||||
}
|
||||
|
||||
// float WavesLarge = pow(abs(0.5-texture2D(noisetex, pos / 600.0 ).b),2);
|
||||
return (heightSum / 60.0) * WavesLarge;
|
||||
}
|
||||
|
||||
// for (int i = 0; i < 3; i++){
|
||||
// pos = rotationMatrix * pos ;
|
||||
vec3 getWaveNormal(vec3 posxz, bool isLOD){
|
||||
|
||||
// float Waves = 1.0-exp(pow(abs(0.5-texture2D(noisetex, pos / (wave_size[i] ) + movement).b),1.3) * -10) ;
|
||||
// vary the normal's "smooth" factor as distance changes, to avoid noise from too much details.
|
||||
float range = pow(clamp(1.0 - length(posxz - cameraPosition)/(32*4),0.0,1.0),2.0);
|
||||
float deltaPos = mix(0.5, 0.1, range);
|
||||
float normalMult = 10.0;
|
||||
|
||||
// caustic += Waves*0.1;
|
||||
// weightSum += exp2(-caustic*pow(WavesLarge,2));
|
||||
// }
|
||||
// return caustic * weightSum/ 30;
|
||||
// }
|
||||
if(isLOD){
|
||||
normalMult = mix(5.0, normalMult, range);
|
||||
deltaPos = mix(0.9, deltaPos, range);
|
||||
}
|
||||
|
||||
vec2 coord = posxz.xz;// - posxz.y;
|
||||
|
||||
float h0 = getWaterHeightmap(coord);
|
||||
float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0));
|
||||
float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos));
|
||||
|
||||
|
||||
vec3 getWaveHeight(vec2 posxz, float iswater){
|
||||
float xDelta = ((h1-h0)/deltaPos)*normalMult;
|
||||
float yDelta = ((h3-h0)/deltaPos)*normalMult;
|
||||
|
||||
vec2 coord = posxz;
|
||||
vec3 wave = normalize(vec3(xDelta,yDelta,1.0-pow(abs(xDelta+yDelta),2.0)));
|
||||
|
||||
float deltaPos = 0.25;
|
||||
|
||||
float waveZ = mix(20.0,0.25,iswater);
|
||||
float waveM = mix(0.0,4.0,iswater);
|
||||
|
||||
float h0 = getWaterHeightmap(coord, waveM, waveZ, iswater);
|
||||
float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0), waveM, waveZ, iswater);
|
||||
float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos), waveM, waveZ, iswater);
|
||||
|
||||
|
||||
float xDelta = ((h1-h0))/deltaPos*2.;
|
||||
float yDelta = ((h3-h0))/deltaPos*2.;
|
||||
|
||||
vec3 wave = normalize(vec3(xDelta,yDelta,1.0-pow(abs(xDelta+yDelta),2.0)));
|
||||
|
||||
return wave;
|
||||
return wave ;
|
||||
}
|
@ -54,7 +54,7 @@ beacon.beam.depth = true
|
||||
program.dh_water.enabled = false
|
||||
#endif
|
||||
|
||||
program.composite4.enabled = TAA_UPSCALING
|
||||
program.composite5.enabled = TAA_UPSCALING
|
||||
|
||||
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
@ -78,6 +78,7 @@ blend.gbuffers_entities = off
|
||||
blend.gbuffers_beaconbeam = off
|
||||
blend.gbuffers_water.colortex11 = off
|
||||
blend.composite.colortex12 = off
|
||||
blend.composite.colortex13 = off
|
||||
|
||||
|
||||
# Alpha test
|
||||
@ -92,7 +93,7 @@ alphaTest.gbuffers_skybasic=false
|
||||
alphaTest.gbuffers_skytextured=false
|
||||
|
||||
|
||||
sliders = DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
|
||||
sliders = WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
|
||||
|
||||
screen.columns=2
|
||||
screen = \
|
||||
@ -102,13 +103,13 @@ BLISS_SHADERS <empty> \
|
||||
[Ambient_light] [Fog] \
|
||||
[Post_Processing] [Clouds] \
|
||||
[LabPBR] [Climate] \
|
||||
<empty> <empty> \
|
||||
<empty> [DAILY_WEATHER] \
|
||||
[Misc_Settings] [DISTANT_HORIZONS_SETTINGS]
|
||||
|
||||
# screen = [Direct_Light] [World]
|
||||
# [Ambient_light] [Fog]
|
||||
# [Post_Processing] [Clouds]
|
||||
# [Misc_Settings] [Climate]
|
||||
# [Misc_Settings] [Climate]
|
||||
|
||||
######## LIGHTING
|
||||
### DIRECT LIGHT
|
||||
@ -289,7 +290,7 @@ BLISS_SHADERS <empty> \
|
||||
|
||||
|
||||
######## MISC SETTINGS
|
||||
screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO
|
||||
screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO WATER_CAUSTICS_BRIGHTNESS
|
||||
|
||||
screen.the_orb.columns = 1
|
||||
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
|
||||
|
5
shaders/world-1/composite.fsh
Normal file
5
shaders/world-1/composite.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/fogBehindTranslucent_pass.fsh"
|
5
shaders/world-1/composite.vsh
Normal file
5
shaders/world-1/composite.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/fogBehindTranslucent_pass.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite1.fsh"
|
||||
#include "/dimensions/composite.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite1.vsh"
|
||||
#include "/dimensions/composite.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite10.fsh"
|
||||
#include "/dimensions/composite9.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite10.vsh"
|
||||
#include "/dimensions/composite9.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
||||
#include "/dimensions/composite10.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
||||
#include "/dimensions/composite10.vsh"
|
5
shaders/world-1/composite12.fsh
Normal file
5
shaders/world-1/composite12.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
5
shaders/world-1/composite12.vsh
Normal file
5
shaders/world-1/composite12.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite2.fsh"
|
||||
#include "/dimensions/composite1.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite2.vsh"
|
||||
#include "/dimensions/composite1.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite3.fsh"
|
||||
#include "/dimensions/composite2.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite3.vsh"
|
||||
#include "/dimensions/composite2.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite4.fsh"
|
||||
#include "/dimensions/composite3.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite4.vsh"
|
||||
#include "/dimensions/composite3.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite5.fsh"
|
||||
#include "/dimensions/composite4.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite5.vsh"
|
||||
#include "/dimensions/composite4.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite6.fsh"
|
||||
#include "/dimensions/composite5.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite6.vsh"
|
||||
#include "/dimensions/composite5.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite7.fsh"
|
||||
#include "/dimensions/composite6.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite7.vsh"
|
||||
#include "/dimensions/composite6.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite8.fsh"
|
||||
#include "/dimensions/composite7.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite8.vsh"
|
||||
#include "/dimensions/composite7.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite9.fsh"
|
||||
#include "/dimensions/composite8.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define NETHER_SHADER
|
||||
|
||||
#include "/dimensions/composite9.vsh"
|
||||
#include "/dimensions/composite8.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite.fsh"
|
||||
#include "/dimensions/fogBehindTranslucent_pass.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite.vsh"
|
||||
#include "/dimensions/fogBehindTranslucent_pass.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite1.fsh"
|
||||
#include "/dimensions/composite.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite1.vsh"
|
||||
#include "/dimensions/composite.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite10.fsh"
|
||||
#include "/dimensions/composite9.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite10.vsh"
|
||||
#include "/dimensions/composite9.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
||||
#include "/dimensions/composite10.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
||||
#include "/dimensions/composite10.vsh"
|
5
shaders/world0/composite12.fsh
Normal file
5
shaders/world0/composite12.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
5
shaders/world0/composite12.vsh
Normal file
5
shaders/world0/composite12.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/composite2.fsh"
|
||||
#include "/dimensions/composite1.fsh"
|
@ -5,6 +5,9 @@
|
||||
|
||||
flat varying int water;
|
||||
varying vec2 texcoord;
|
||||
|
||||
varying float overdrawCull;
|
||||
|
||||
uniform sampler2D tex;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
@ -13,7 +16,16 @@ uniform sampler2D tex;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
if(water > 0) discard;
|
||||
|
||||
if(water > 0){
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
|
||||
if(overdrawCull < 1.0){
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
|
||||
gl_FragData[0] = texture2D(tex, texcoord.xy);
|
||||
}
|
||||
|
@ -42,6 +42,7 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
|
||||
|
||||
|
||||
|
||||
varying float overdrawCull;
|
||||
// uniform int renderStage;
|
||||
|
||||
void main() {
|
||||
@ -52,7 +53,13 @@ void main() {
|
||||
texcoord.xy = gl_MultiTexCoord0.xy;
|
||||
|
||||
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
|
||||
|
||||
#ifdef DH_OVERDRAW_PREVENTION
|
||||
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
|
||||
overdrawCull = 1.0 - clamp(1.0 - length(worldpos) / max(far-16,0.0),0,1);
|
||||
#else
|
||||
overdrawCull = 1.0;
|
||||
#endif
|
||||
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
gl_Position = BiasShadowProjection(toClipSpace3(position));
|
||||
#else
|
||||
|
@ -170,13 +170,13 @@ void main() {
|
||||
|
||||
#ifdef WAVY_PLANTS
|
||||
bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
|
||||
if ((mc_Entity.x == 10001&&istopv) && length(position.xy) < 24.0) {
|
||||
if ((mc_Entity.x == 10001 || mc_Entity.x == 10009 && istopv) && length(position.xy) < 24.0) {
|
||||
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
|
||||
worldpos.xyz += calcMovePlants(worldpos.xyz + cameraPosition)*gl_MultiTexCoord1.y;
|
||||
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
|
||||
}
|
||||
|
||||
if ((mc_Entity.x == 10003) && length(position.xy) < 24.0) {
|
||||
if (mc_Entity.x == 10003 && length(position.xy) < 24.0) {
|
||||
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
|
||||
worldpos.xyz += calcMoveLeaves(worldpos.xyz + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
|
||||
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
|
||||
|
5
shaders/world1/composite.fsh
Normal file
5
shaders/world1/composite.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/fogBehindTranslucent_pass.fsh"
|
5
shaders/world1/composite.vsh
Normal file
5
shaders/world1/composite.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/fogBehindTranslucent_pass.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite1.fsh"
|
||||
#include "/dimensions/composite.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite1.vsh"
|
||||
#include "/dimensions/composite.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite10.fsh"
|
||||
#include "/dimensions/composite9.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite10.vsh"
|
||||
#include "/dimensions/composite9.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
||||
#include "/dimensions/composite10.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
||||
#include "/dimensions/composite10.vsh"
|
5
shaders/world1/composite12.fsh
Normal file
5
shaders/world1/composite12.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
5
shaders/world1/composite12.vsh
Normal file
5
shaders/world1/composite12.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite2.fsh"
|
||||
#include "/dimensions/composite1.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite2.vsh"
|
||||
#include "/dimensions/composite1.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite3.fsh"
|
||||
#include "/dimensions/composite2.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite3.vsh"
|
||||
#include "/dimensions/composite2.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite4.fsh"
|
||||
#include "/dimensions/composite3.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite4.vsh"
|
||||
#include "/dimensions/composite3.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite5.fsh"
|
||||
#include "/dimensions/composite4.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite5.vsh"
|
||||
#include "/dimensions/composite4.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite6.fsh"
|
||||
#include "/dimensions/composite5.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite6.vsh"
|
||||
#include "/dimensions/composite5.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite7.fsh"
|
||||
#include "/dimensions/composite6.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite7.vsh"
|
||||
#include "/dimensions/composite6.vsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite8.fsh"
|
||||
#include "/dimensions/composite7.fsh"
|
@ -2,4 +2,4 @@
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite8.vsh"
|
||||
#include "/dimensions/composite7.vsh"
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user