diff --git a/shaders/block.properties b/shaders/block.properties index 515ad75..b0ed58b 100644 --- a/shaders/block.properties +++ b/shaders/block.properties @@ -15,7 +15,7 @@ block.10004 = minecraft:fern minecraft:packed_ice minecraft:blue_ice minecraft:melon_stem minecraft:pumpkin_stem minecraft:attached_melon_stem minecraft:attached_pumpkin_stem minecraft:lily_pad minecraft:azalea_leaves minecraft:flowering_azalea_leaves minecraft:azalea minecraft:flowering_azalea ## weak - block.10006 = 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:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower 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 + block.10006 = 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:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower 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 block.100061 = minecraft:cobweb 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 diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 69df886..384aec5 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -11,21 +11,15 @@ const bool colortex12MipmapEnabled = true; const bool shadowHardwareFiltering = true; flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) flat varying vec3 avgAmbient; -// flat varying vec3 ambientUp; -// flat varying vec3 ambientLeft; -// flat varying vec3 ambientRight; -// flat varying vec3 ambientB; -// flat varying vec3 ambientF; -// flat varying vec3 ambientDown; flat varying vec3 WsunVec; flat varying vec2 TAA_Offset; flat varying float tempOffsets; uniform float eyeAltitude; + /* const int colortex12Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) -const int colortex11Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) const int colortex15Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) */ @@ -40,11 +34,11 @@ uniform sampler2D colortex7; // normal uniform sampler2D colortex6; // Noise uniform sampler2D colortex8; // specular // uniform sampler2D colortex9; // specular -uniform sampler2D colortex10; // specular uniform sampler2D colortex11; // specular +uniform sampler2D colortex10; // specular uniform sampler2D colortex12; // specular uniform sampler2D colortex13; // specular -uniform sampler2D colortex14; // specular +// uniform sampler2D colortex14; // specular uniform sampler2D colortex15; // specular uniform sampler2D colortex16; // specular uniform sampler2D depthtex1;//depth @@ -820,19 +814,25 @@ void main() { float iswaterstuff = texture2D(colortex7,texcoord).a ; bool iswater = iswaterstuff > 0.99; - vec4 data = texture2D(colortex1,texcoord); // terraom - vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); - vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); - vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w)); - vec3 normal = decode(dataUnpacked0.yw); - // Color // + ////// --------------- UNPACK OPAQUE GBUFFERS --------------- ////// + vec4 data = texture2D(colortex1,texcoord); + vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); // albedo, masks + vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); // normals, lightmaps + // vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w)); + vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x)); - vec4 translucentCol = texture2D(colortex13,texcoord); // translucents + vec2 lightmap = dataUnpacked1.yz; + vec3 normal = decode(dataUnpacked0.yw); - // Specular // + ////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- ////// + // vec4 dataTranslucent = texture2D(colortex11,texcoord); + // vec4 dataT_Unpacked0 = vec4(decodeVec2(dataTranslucent.x),decodeVec2(dataTranslucent.y)); + // vec4 dataT_Unpacked1 = vec4(decodeVec2(dataTranslucent.z),decodeVec2(dataTranslucent.w)); + // vec4 dataT_Unpacked2 = vec4(decodeVec2(dataTranslucent.z),decodeVec2(dataTranslucent.w)); + + ////// --------------- UNPACK MISC --------------- ////// vec4 SpecularTex = texture2D(colortex8,texcoord); - // Normal // vec4 normalAndAO = texture2D(colortex15,texcoord); vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0; vec3 slopednormal = normal; @@ -848,7 +848,6 @@ void main() { normalAndAO.a = clamp(pow(normalAndAO.a*5,4),0,1); - vec2 lightmap = dataUnpacked1.yz; bool translucent = abs(dataUnpacked1.w-0.5) <0.01; // Strong translucency bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency @@ -1164,9 +1163,9 @@ void main() { float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane - float custom_lightmap_T = texture2D(colortex14, texcoord).x; // y = torch + // float custom_lightmap_T = texture2D(colortex14, texcoord).x; * max(custom_lightmap_T,0.005)// y = torch - vec3 ambientColVol = (avgAmbient * 8./150./1.5) * max(custom_lightmap_T,0.005); + vec3 ambientColVol = (avgAmbient * 8./150./1.5); vec3 lightColVol = (lightCol.rgb / 80.) ; if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec)); diff --git a/shaders/composite3.fsh b/shaders/composite3.fsh index c7be7d4..f3cfded 100644 --- a/shaders/composite3.fsh +++ b/shaders/composite3.fsh @@ -131,7 +131,6 @@ vec3 decode (vec2 encn){ n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn; return clamp(normalize(n.xyz),-1.0,1.0); } - vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; @@ -167,9 +166,10 @@ vec3 viewToWorld(vec3 viewPosition) { } void main() { - vec2 texcoord = gl_FragCoord.xy*texelSize; /* DRAWBUFFERS:73 */ + vec2 texcoord = gl_FragCoord.xy*texelSize; + vec4 trpData = texture2D(colortex7,texcoord); bool iswater = trpData.a > 0.99; @@ -186,24 +186,21 @@ void main() { // vec4 vl = texture2D(colortex0,texcoord * 0.5); - vec4 data = texture2D(colortex11,texcoord); // translucents - vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); - vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); - vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) ); + ////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- ////// - vec4 data_terrain = texture2D(colortex1,texcoord); // terraom - vec4 dataUnpacked1_terrain = vec4(decodeVec2(data_terrain.z),decodeVec2(data_terrain.w)); + vec3 data = texture2D(colortex11,texcoord).rgb; - bool hand = (abs(dataUnpacked1_terrain.w-0.75) < 0.01); + vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ; + vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ; + + vec2 tangentNormals = unpack0.xy*2.0-1.0; + vec4 albedo = vec4(unpack0.ba,unpack1.rg); + + vec4 TranslucentShader = texture2D(colortex2,texcoord); float lightleakfix = clamp((eyeBrightnessSmooth.y )/240.0,0.0,1.0); - - float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect - - - vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams. vec2 tempOffset = TAA_Offset; vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z)); @@ -213,19 +210,15 @@ void main() { vec2 refractedCoord = texcoord; - float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15); #ifdef Refraction - refractedCoord += (normals.xy * glassdepth) * RENDER_SCALE; - - float refractedalpha = texture2D(colortex13,refractedCoord).a; - if(refractedalpha <= 0.0) refractedCoord = texcoord; // remove refracted coords on solids + refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE; + + if(decodeVec2(texture2D(colortex11,refractedCoord).b).g < 0.01 ) refractedCoord = texcoord; // remove refracted coords on solids #endif - // underwater squiggles - // if(isEyeInWater == 1 && !iswater) refractedCoord = texcoord + pow(texture2D(noisetex,texcoord - vec2(0,frameTimeCounter/25)).b - 0.5, 2.0)*0.05; - - + /// --- MAIN COLOR BUFFER --- /// + // it is sampled with distorted texcoords vec3 color = texture2D(colortex3,refractedCoord).rgb; #ifdef BorderFog @@ -233,18 +226,18 @@ void main() { float fog = 1.0 - clamp(exp(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0); float heightFalloff = clamp( pow(abs(np3.y-1.01),5) ,0,1) ; - if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog*heightFalloff* lightleakfix); + if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff* lightleakfix); #endif - vec4 vl = BilateralUpscale(colortex0,depthtex1,gl_FragCoord.xy,frDepth, vec2(0.0)); + vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0)); - if (Translucent_Programs.a > 0.0){ + if (TranslucentShader.a > 0.0){ #ifdef Glass_Tint - vec3 GlassAlbedo = texture2D(colortex13,texcoord).rgb * 5.0; - color = color*GlassAlbedo.rgb + color * clamp(pow(1.0-luma(GlassAlbedo.rgb),10.),0.0,1.0); + // if(albedo.a < 0) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),10.),0.0,1.0); + if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0); #endif - color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb; + color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb; #ifdef BorderFog if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff * lightleakfix); @@ -271,10 +264,12 @@ void main() { vl.a *= fogfade*0.70+0.3 ; } - color *= vl.a; color += vl.rgb; + + + float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect if(rainDrops > 0.0) vl.a *= clamp(exp2(-rainDrops*5),0.,1.); // bloomy rain effect gl_FragData[0].r = vl.a; @@ -300,6 +295,10 @@ void main() { if(texcoord.x < 0.45 ) color.rgb = texture2D(colortex4,movedTC).rgb / 150. * 5.0; #endif + gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0); + // gl_FragData[1].rgb = vec3(albedo.rgb*albedo.a); + // if(texcoord.x > 0.5) gl_FragData[1].rgb = vec3(tangentNormals,0.0); + } \ No newline at end of file diff --git a/shaders/composite5.fsh b/shaders/composite5.fsh index 4fc6450..d8acfb8 100644 --- a/shaders/composite5.fsh +++ b/shaders/composite5.fsh @@ -20,15 +20,19 @@ const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6- const int colortex4Format = RGBA16F; //light values and skyboxes (everything) +const int colortex11Format = RGBA16; //Final output, transparencies id (gbuffer->composite4) + +const int colortex13Format = RGBA8; //Final output, transparencies id (gbuffer->composite4) + const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final) const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4) const int colortex8Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) const int colortex9Format = RGBA8; //Final output, transparencies id (gbuffer->composite4) const int colortex10Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) -const int colortex13Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) // const int colortex15Format = RGBA16F; // flat normals and vanilla */ + //no need to clear the buffers, saves a few fps /* const bool colortex0Clear = false; diff --git a/shaders/gbuffers_all_solid.fsh b/shaders/gbuffers_all_solid.fsh index cf358b6..fba5c46 100644 --- a/shaders/gbuffers_all_solid.fsh +++ b/shaders/gbuffers_all_solid.fsh @@ -41,13 +41,15 @@ varying vec4 color; varying vec4 NoSeasonCol; varying vec4 seasonColor; uniform float far; + + +uniform float wetness; varying vec4 normalMat; #ifdef MC_NORMAL_MAP -varying vec4 tangent; -uniform float wetness; uniform sampler2D normals; +varying vec4 tangent; varying vec3 FlatNormals; #endif @@ -99,11 +101,7 @@ float R2_dither(){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; } -vec2 decodeVec2(float a){ - const vec2 constant1 = 65535. / vec2( 256., 65536.); - const float constant2 = 256. / 255.; - return fract( a * constant1 ) * constant2 ; -} + mat3 inverse(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; @@ -242,12 +240,7 @@ float densityAtPosSNOW(in vec3 pos){ /* RENDERTARGETS: 1,7,8,15 */ void main() { - - float phi = 2 * 3.14159265359; - float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ; - vec3 normal = normalMat.xyz; - vec3 normal2 = normalMat.xyz; #ifdef MC_NORMAL_MAP vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); @@ -434,9 +427,6 @@ void main() { normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1.0-Puddle_shape,rainfall) ); - // #ifdef ENTITIES - // if(NameTags == 1 || NameTags == 2) normal = normal2; - // #endif #ifdef ENTITIES if(NameTags == 1) normal = vec3(1); #endif @@ -528,7 +518,7 @@ void main() { //////////////////////////////// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0); - gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w)); + gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w)); gl_FragData[1].a = 0.0; #endif diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index 0b0430d..5060c11 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -143,6 +143,7 @@ void main() { NameTags = 0; + blockID = mc_Entity.x; velocity = at_velocity; // emission and shit... @@ -153,10 +154,6 @@ void main() { lmtexcoord.xy = (gl_MultiTexCoord0).xy; - FlatNormals = normalize(gl_NormalMatrix * gl_Normal); - - blockID = mc_Entity.x; - #ifdef POM vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st; @@ -167,11 +164,13 @@ void main() { #endif vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol - lmtexcoord.zw = lmcoord; + + vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; + FlatNormals = normalize(gl_NormalMatrix * gl_Normal); color = gl_Color; VanillaAO = 1.0 - clamp(color.a,0,1); diff --git a/shaders/gbuffers_all_translucent.fsh b/shaders/gbuffers_all_translucent.fsh index acf49e3..91fb0e5 100644 --- a/shaders/gbuffers_all_translucent.fsh +++ b/shaders/gbuffers_all_translucent.fsh @@ -3,11 +3,15 @@ varying vec4 lmtexcoord; varying vec4 color; + + +uniform sampler2D normals; +varying vec4 tangent; + varying vec4 normalMat; varying vec3 binormal; -uniform sampler2D normals; -varying vec3 tangent; -varying vec4 tangent_other; + + varying vec3 viewVector; #include "lib/settings.glsl" @@ -64,62 +68,120 @@ flat varying vec3 avgAmbient; #include "lib/clouds.glsl" #include "lib/stars.glsl" #include "lib/volumetricClouds.glsl" - #include "lib/diffuse_lighting.glsl" - const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), - vec2(-1.,3.)/8., - vec2(5.0,1.)/8., - vec2(-3,-5.)/8., - vec2(-5.,5.)/8., - vec2(-7.,-1.)/8., - vec2(3,7.)/8., - vec2(7.,-7.)/8.); + +float blueNoise(){ + return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); +} +float R2_dither(){ + vec2 alpha = vec2(0.75487765, 0.56984026); + return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; +} +float interleaved_gradientNoise(){ + vec2 coord = gl_FragCoord.xy + (frameCounter%40000); + // vec2 coord = gl_FragCoord.xy + frameTimeCounter; + // vec2 coord = gl_FragCoord.xy; + float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); + return noise ; +} float interleaved_gradientNoise(float temporal){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal); return noise; } -vec3 srgbToLinear2(vec3 srgb){ - return mix( - srgb / 12.92, - pow(.947867 * srgb + .0521327, vec3(2.4) ), - step( .04045, srgb ) - ); + +const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), + vec2(-1.,3.)/8., + vec2(5.0,1.)/8., + vec2(-3,-5.)/8., + vec2(-5.,5.)/8., + vec2(-7.,-1.)/8., + vec2(3,7.)/8., + vec2(7.,-7.)/8.); + + + + + + + +#define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0] +#define PW_POINTS 1 //[2 4 6 8 16 32] + +vec3 getParallaxDisplacement(vec3 posxz, float iswater,float bumpmult,vec3 viewVec) { + float waveZ = mix(20.0,0.25,iswater); + float waveM = mix(0.0,4.0,iswater); + + vec3 parallaxPos = posxz; + vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH; + float waterHeight = getWaterHeightmap(posxz.xz, waveM, waveZ, iswater) ; + + parallaxPos.xz += waterHeight * vec; + + return parallaxPos; + } -vec3 blackbody2(float Temp) + +vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ + float bumpmult = 1; + bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); + return normalize(bump*tbnMatrix); +} + +vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort) { - float t = pow(Temp, -1.5); - float lt = log(Temp); + float alpha = (sampleNumber+jitter)/nb; + float angle = jitter*6.28 + alpha * nbRot * 6.28; - vec3 col = vec3(0.0); - col.x = 220000.0 * t + 0.58039215686; - col.y = 0.39231372549 * lt - 2.44549019608; - col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y; - col.z = 0.76078431372 * lt - 5.68078431373; - col = clamp(col,0.0,1.0); - col = Temp < 1000. ? col * Temp * 0.001 : col; + float sin_v, cos_v; - return srgbToLinear2(col); + sin_v = sin(angle); + cos_v = cos(angle); + + return vec2(cos_v, sin_v)*sqrt(alpha); } -float blueNoise(){ - return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); + +vec3 viewToWorld(vec3 viewPosition) { + vec4 pos; + pos.xyz = viewPosition; + pos.w = 0.0; + pos = gbufferModelViewInverse * pos; + return pos.xyz; } +vec3 worldToView(vec3 worldPos) { + vec4 pos = vec4(worldPos, 0.0); + pos = gbufferModelView * pos; + return pos.xyz; +} +vec4 encode (vec3 n, vec2 lightmaps){ + n.xy = n.xy / dot(abs(n), vec3(1.0)); + n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; + vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); + + return vec4(encn,vec2(lightmaps.x,lightmaps.y)); +} + +//encoding by jodie +float encodeVec2(vec2 a){ + const vec2 constant1 = vec2( 1., 256.) / 65535.; + vec2 temp = floor( a * 255. ); + return temp.x*constant1.x+temp.y*constant1.y; +} +float encodeVec2(float x,float y){ + return encodeVec2(vec2(x,y)); +} + + float invLinZ (float lindepth){ return -((2.0*near/lindepth)-far-near)/(far-near); } float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } -vec3 nvec3(vec4 pos){ - return pos.xyz/pos.w; -} -vec4 nvec4(vec3 pos){ - return vec4(pos.xyz, 1.0); -} vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){ float quality = mix(15,SSR_STEPS,fresnel); @@ -168,219 +230,6 @@ vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){ return vec3(1.1); } - -float facos(float sx){ - float x = clamp(abs( sx ),0.,1.); - float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 ); - return sx > 0. ? a : pi - a; -} - - - - - float bayer2(vec2 a){ - a = floor(a); - return fract(dot(a,vec2(0.5,a.y*0.75))); -} - -float cdist(vec2 coord) { - return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0; -} - - #define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0] - #define PW_POINTS 2 //[2 4 6 8 16 32] - #define bayer4(a) (bayer2( .5*(a))*.25+bayer2(a)) -#define bayer8(a) (bayer4( .5*(a))*.25+bayer2(a)) -#define bayer16(a) (bayer8( .5*(a))*.25+bayer2(a)) -#define bayer32(a) (bayer16(.5*(a))*.25+bayer2(a)) -#define bayer64(a) (bayer32(.5*(a))*.25+bayer2(a)) -#define bayer128(a) fract(bayer64(.5*(a))*.25+bayer2(a)) - -vec3 getParallaxDisplacement(vec3 posxz, float iswater,float bumpmult,vec3 viewVec) { - float waveZ = mix(20.0,0.25,iswater); - float waveM = mix(0.0,4.0,iswater); - - vec3 parallaxPos = posxz; - vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH; - float waterHeight = getWaterHeightmap(posxz.xz, waveM, waveZ, iswater) ; - - parallaxPos.xz += waterHeight * vec; - - return parallaxPos; - -} -vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort) -{ - float alpha = (sampleNumber+jitter)/nb; - float angle = jitter*6.28 + alpha * nbRot * 6.28; - - float sin_v, cos_v; - - sin_v = sin(angle); - cos_v = cos(angle); - - return vec2(cos_v, sin_v)*sqrt(alpha); -} -//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ -vec2 R2_samples(int n){ - vec2 alpha = vec2(0.75487765, 0.56984026); - return fract(alpha * n); -} -vec4 hash44(vec4 p4) -{ - p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099)); - p4 += dot(p4, p4.wzxy+33.33); - return fract((p4.xxyz+p4.yzzw)*p4.zywx); -} -vec3 TangentToWorld(vec3 N, vec3 H) -{ - vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - vec3 T = normalize(cross(UpVector, N)); - vec3 B = cross(N, T); - - return vec3((T * H.x) + (B * H.y) + (N * H.z)); -} -float GGX (vec3 n, vec3 v, vec3 l, float r, float F0) { - r*=r;r*=r; - - vec3 h = l + v; - float hn = inversesqrt(dot(h, h)); - - float dotLH = clamp(dot(h,l)*hn,0.,1.); - float dotNH = clamp(dot(h,n)*hn,0.,1.); - float dotNL = clamp(dot(n,l),0.,1.); - float dotNHsq = dotNH*dotNH; - - float denom = dotNHsq * r - dotNHsq + 1.; - float D = r / (3.141592653589793 * denom * denom); - float F = F0 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH); - float k2 = .25 * r; - - return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2); -} - - vec3 applyBump(mat3 tbnMatrix, vec3 bump){ - float bumpmult = 1.0; - bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); - return normalize(bump*tbnMatrix); - } - -#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.) -float triangularize(float dither) -{ - float center = dither*2.0-1.0; - dither = center*inversesqrt(abs(center)); - return clamp(dither-fsign(center),0.0,1.0); -} -vec3 fp10Dither(vec3 color,float dither){ - const vec3 mantissaBits = vec3(6.,6.,5.); - vec3 exponent = floor(log2(color)); - return color + dither*exp2(-mantissaBits)*exp2(exponent); -} -float R2_dither(){ - vec2 alpha = vec2(0.75487765, 0.56984026); - return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; -} -float interleaved_gradientNoise(){ - vec2 coord = gl_FragCoord.xy + (frameCounter%40000); - // vec2 coord = gl_FragCoord.xy + frameTimeCounter; - // vec2 coord = gl_FragCoord.xy; - float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); - return noise ; -} -//encoding by jodie -float encodeVec2(vec2 a){ - const vec2 constant1 = vec2( 1., 256.) / 65535.; - vec2 temp = floor( a * 255. ); - return temp.x*constant1.x+temp.y*constant1.y; -} -float encodeVec2(float x,float y){ - return encodeVec2(vec2(x,y)); -} -vec3 viewToWorld(vec3 viewPosition) { - vec4 pos; - pos.xyz = viewPosition; - pos.w = 0.0; - pos = gbufferModelViewInverse * pos; - return pos.xyz; -} -vec3 worldToView(vec3 worldPos) { - vec4 pos = vec4(worldPos, 0.0); - pos = gbufferModelView * pos; - return pos.xyz; -} -vec4 encode (vec3 n, vec2 lightmaps){ - n.xy = n.xy / dot(abs(n), vec3(1.0)); - n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; - vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); - - return vec4(encn,vec2(lightmaps.x,lightmaps.y)); -} - - - - -float square(float x){ - return x*x; -} - -float gSimple(float dp, float roughness){ - float k = roughness + 1; - k *= k/8.0; - return dp / (dp * (1.0-k) + k); -} -vec3 GGX2_2(vec3 n, vec3 v, vec3 l, float r, vec3 F0) { - - float alpha = square(r) + 1e-4; // when roughness is zero it fucks up - - vec3 h = normalize(l + v) ; - - float dotNH = clamp(dot(h,n),0.,1.); - float dotVH = clamp(dot(h,v),0.,1.); - - float D = alpha / (2.2 * square( (dotNH * alpha - 1.0) * square(dotNH) + 1.0) ); - - vec3 F = F0 + (1. - F0) * pow(clamp(1.0 - dotVH,0.0,1.0),5.0); - - return F * D; -} -// float SunGGX(vec3 n, vec3 v, vec3 l, float Roughness, float F0){ - -// vec3 h = normalize(l + v) ; - -// float dotNH = clamp(dot(h,n),0.,1.); -// float dotVH = clamp(dot(h,v),0.,1.); - -// float alpha =max(square(Roughness),1e-4) ; - -// float WallFresnel = F0 + (1. - F0) * pow(clamp(1.0 - dotVH,0.0,1.0),5.0); -// float Sun = square( dotNH - pow(alpha,1.5) - 1.0); - -// float Final = ((alpha / (10.0 * Sun + 1e-4)) * WallFresnel); - -// return Final ; -// } -float SunGGX(vec3 n, vec3 v, vec3 l, float roughness,float F0, float fresnel){ - - - float alpha = square(roughness) + 1e-4; // when roughness is zero it fucks up - - vec3 h = normalize(l + v) * mix(1.000, 1.0025, pow(fresnel,2) ); - - float dotLH = clamp(dot(h,l),0.,1.); - float dotNH = clamp(dot(h,n),0.,1.); - float dotNL = clamp(dot(n,l),0.,1.); - float dotNV = clamp(dot(n,v),0.,1.); - float dotVH = clamp(dot(h,v),0.,1.); - - - float D = alpha / (0.0541592653589793*square(square(dotNH) * (alpha - 1.0) + 1.0)); - float G = gSimple(dotNV, roughness) * gSimple(dotNL, roughness); - float F = F0 + (1. - F0) * exp2((-5.55473*dotVH-6.98316)*dotVH); - - return dotNL * F * (G * D / (4 * dotNV * dotNL + 1e-7)); -} - vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) { r = pow(r,2.5); // r*=r; @@ -402,254 +251,223 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) { } -vec3 pixelCoord (vec3 Coordinates, int Resolution){ - return floor(Coordinates / Resolution) * Resolution; -} + #define PHYSICSMOD_FRAGMENT #include "/lib/oceans.glsl" +//////////////////////////////VOID MAIN////////////////////////////// +//////////////////////////////VOID MAIN////////////////////////////// +//////////////////////////////VOID MAIN////////////////////////////// +//////////////////////////////VOID MAIN////////////////////////////// +//////////////////////////////VOID MAIN////////////////////////////// -//////////////////////////////VOID MAIN////////////////////////////// -//////////////////////////////VOID MAIN////////////////////////////// -//////////////////////////////VOID MAIN////////////////////////////// -//////////////////////////////VOID MAIN////////////////////////////// -//////////////////////////////VOID MAIN////////////////////////////// -/* RENDERTARGETS:2,7,1,11,13,14 */ +/* RENDERTARGETS:2,7,11 */ void main() { - if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y ) { - vec2 tempOffset=offsets[framemod8]; - float iswater = normalMat.w; - vec3 fragC = gl_FragCoord.xyz*vec3(texelSize,1.0); - vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); - gl_FragData[0] = texture2D(texture, lmtexcoord.xy,Texture_MipMap_Bias)*color; - float alphalabede = gl_FragData[0].a; - vec3 Albedo = toLinear(gl_FragData[0].rgb); -//pain +if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y ) { + vec2 tempOffset = offsets[framemod8]; + vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); - #ifdef HAND - iswater = 0.1; - #endif + gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color; + vec3 Albedo = toLinear(gl_FragData[0].rgb); - #ifndef Vanilla_like_water - if (iswater > 0.9) { - Albedo = vec3(0.0); - gl_FragData[0] = vec4(vec3(0.0),1.0/255.0); - } - #endif - - #ifdef Vanilla_like_water - if (iswater > 0.5) { - gl_FragData[0].a = luma(Albedo.rgb); - Albedo = color.rgb; - } - #endif + float iswater = normalMat.w; - gl_FragData[4] = vec4(Albedo, gl_FragData[0].a); + #ifdef HAND + iswater = 0.1; + #endif - vec3 normal = normalMat.xyz; - - vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; - mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, - tangent.y, binormal.y, normal.y, - tangent.z, binormal.z, normal.z); - - vec3 WaterNormals; - vec3 TranslucentNormals; - - if (iswater > 0.4){ - - if(physics_iterationsNormal < 1.0){ - float bumpmult = 1.; - - vec3 bump; - - vec3 posxz = p3+cameraPosition; - - posxz.xz -= posxz.y; - - - posxz.xyz = getParallaxDisplacement(posxz,iswater,bumpmult,normalize(tbnMatrix*fragpos)) ; - - - bump = normalize(getWaveHeight(posxz.xz,iswater)); - WaterNormals = bump; // tangent space normals for refraction - - bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); - normal = normalize(bump * tbnMatrix); - - - }else{ - vec3 PhysicsMod_normal = physics_waveNormal(physics_localPosition.xz, physics_localWaviness, physics_gameTime); - - normal = normalize(worldToView(PhysicsMod_normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0))); - - vec3 worldSpaceNormal = normal; - - vec3 bitangent = normalize(cross(tangent, worldSpaceNormal)); - mat3 tbn_new = mat3(tangent, binormal, worldSpaceNormal); - vec3 tangentSpaceNormal = (worldSpaceNormal * tbn_new); - - WaterNormals = tangentSpaceNormal ; - } - - }else{ - vec3 normalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgb; - - normalTex.xy = normalTex.xy*2.0-1.0; - normalTex.z = clamp(sqrt(1.0 - dot(normalTex.xy, normalTex.xy)),0.0,1.0); - - TranslucentNormals = normalTex; - - normal = applyBump(tbnMatrix,normalTex); - + #ifndef Vanilla_like_water + if (iswater > 0.9) { + Albedo = vec3(0.0); + gl_FragData[0] = vec4(vec3(0.0),1.0/255.0); } + #endif + + #ifdef Vanilla_like_water + if (iswater > 0.5) { + gl_FragData[0].a = luma(Albedo.rgb); + Albedo = color.rgb; + } + #endif + + vec4 COLORTEST = vec4(Albedo,gl_FragData[0].a); + + + vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; + + vec3 normal = normalMat.xyz; + vec2 TangentNormal = vec2(0); // for refractions + + vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); + mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, + tangent.y, tangent2.y, normal.y, + tangent.z, tangent2.z, normal.z); + + + if (iswater > 0.4){ - TranslucentNormals += WaterNormals; - vec4 data0 = vec4(1); - vec4 data1 = clamp( encode(TranslucentNormals, lmtexcoord.zw),0.0,1.0); - gl_FragData[3] = vec4(encodeVec2(data0.x,data1.x), encodeVec2(data0.y,data1.y), encodeVec2(data0.z,data1.z), encodeVec2(data1.w,data0.w)); - gl_FragData[5] = vec4(encodeVec2(lmtexcoord.a,lmtexcoord.a), encodeVec2(lmtexcoord.a,lmtexcoord.a), encodeVec2(lmtexcoord.a,lmtexcoord.a), encodeVec2(lmtexcoord.a,lmtexcoord.a)); + if(physics_iterationsNormal < 1.0){ + float bumpmult = 1.; + vec3 bump; + vec3 posxz = p3+cameraPosition; - float NdotL = clamp(lightSign*dot(normal,sunVec) ,0.0,1.0); - NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); + posxz.xz -= posxz.y; + posxz.xyz = getParallaxDisplacement(posxz,iswater,bumpmult,normalize(tbnMatrix*fragpos)) ; + bump = normalize(getWaveHeight(posxz.xz,iswater)); + + TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction + bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); + normal = normalize(bump * tbnMatrix); + + }else{ + vec3 PhysicsMod_normal = physics_waveNormal(physics_localPosition.xz, physics_localWaviness, physics_gameTime); - float Shadows = 1.0; - float cloudShadow = 1.0; - //compute shadows only if not backface - if (NdotL > 0.001) { - vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; - vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz; - projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; + normal = normalize(worldToView(PhysicsMod_normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0))); - //apply distortion - float distortFactor = calcDistort(projectedShadowPosition.xy); - projectedShadowPosition.xy *= distortFactor; - //do shadows only if on shadow map - if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){ - const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95); - float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor; - float diffthresh = distortThresh/6000.0*threshMul; + vec3 worldSpaceNormal = normal.xyz; - projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5); + vec3 bitangent = normalize(cross(tangent.xyz, worldSpaceNormal)); + mat3 tbn_new = mat3(tangent.xyz, binormal, worldSpaceNormal); + vec3 tangentSpaceNormal = worldSpaceNormal * tbn_new; - Shadows = 0.0; - float noise = blueNoise(); - float rdMul = 4.0/shadowMapResolution; + TangentNormal = tangentSpaceNormal.xy ; + } - for(int i = 0; i < 9; i++){ - vec2 offsetS = tapLocation(i,9, 1.618,noise,0.0); + }else{ - float weight = 1.0+(i+noise)*rdMul/9.0*shadowMapResolution; - Shadows += shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x/9.0; - } + vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba; + NormalTex.xy = NormalTex.xy*2.0-1.0; + NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ; + + TangentNormal = NormalTex.xy*0.5+0.5; + + normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0); + } + + // cannot encode alpha or it will shit its pants + gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), 1.0); + + + float NdotL = clamp(lightSign*dot(normal,sunVec) ,0.0,1.0); + NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); + + float Shadows = 1.0; + //compute shadows only if not backface + if (NdotL > 0.001) { + vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; + vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz; + projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; + + //apply distortion + float distortFactor = calcDistort(projectedShadowPosition.xy); + projectedShadowPosition.xy *= distortFactor; + //do shadows only if on shadow map + if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){ + const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95); + float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor; + float diffthresh = distortThresh/6000.0*threshMul; + + projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5); + + Shadows = 0.0; + float noise = blueNoise(); + float rdMul = 4.0/shadowMapResolution; + + for(int i = 0; i < 9; i++){ + vec2 offsetS = tapLocation(i,9, 1.618,noise,0.0); + + float weight = 1.0+(i+noise)*rdMul/9.0*shadowMapResolution; + Shadows += shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x/9.0; } + } - #ifdef CLOUDS_SHADOWS - Shadows *= GetCloudShadow(p3); + #ifdef CLOUDS_SHADOWS + Shadows *= GetCloudShadow(p3); + #endif + } + + vec3 WS_normal = viewToWorld(normal); + vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.)); + float skylight = clamp(abs(ambientCoefs.y+1),0.35,2.0) ; + + vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, skylight); + vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0); + + vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo; + + #ifdef Glass_Tint + float alphashit = min(pow(gl_FragData[0].a,2.0),1.0); + FinalColor *= alphashit; + #endif + + + 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); + + if (iswater > 0.0 && (SpecularTex.g > 0.0 || SpecularTex.r > 0.0)){ + vec3 Reflections_Final = vec3(0.0); + float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05); + float f0 = SpecularTex.g; + + float F0 = f0; + + vec3 reflectedVector = reflect(normalize(fragpos), normal); + float normalDotEye = dot(normal, normalize(fragpos)); + float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0); + // float unchangedfresnel = fresnel; + + // snells window looking thing + if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0); + + if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0); + + fresnel = mix(F0, 1.0, fresnel); + // fresnel = F0 + (1.0 - F0) * fresnel; + float indoors = clamp((lmtexcoord.w-0.6)*5.0, 0.0,1.0); + vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector; + + // SSR, Sky, and Sun reflections + vec4 Reflections = vec4(0.0); + vec3 SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.; + vec3 SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, vec3(f0)); + + if(iswater > 0.0){ + #ifdef SCREENSPACE_REFLECTIONS + vec3 rtPos = rayTrace(reflectedVector,fragpos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1); + if (rtPos.z < 1.){ + vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition; + previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz; + previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5; + if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) { + Reflections.a = 1.0; + Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb; + } + } #endif } - - - // vec3 ambientLight = (texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb * 2.0) * 8./150./3.; + float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1); - // direct *= (iswater > 0.9 ? 0.2: 1.0)*NdotL*lmtexcoord.w; + Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a); + Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor); + Reflections_Final += SunReflection; - // vec3 directLight = direct; - vec3 WS_normal = viewToWorld(normal); - vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.)); - float skylight = clamp(abs(ambientCoefs.y+1),0.35,2.0) ; + gl_FragData[0].rgb = Reflections_Final; - vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, skylight); - vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0); - - vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo; - - // if (iswater > 0.9) FinalColor = Albedo; - - #ifdef Glass_Tint - float alphashit = min(pow(gl_FragData[0].a,2.0),1.0); - FinalColor *= alphashit; - #endif - - - vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg; - SpecularTex = iswater > 0.0 && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02); - - if (iswater > 0.0 && (SpecularTex.g > 0.0 || SpecularTex.r > 0.0)){ - vec3 Reflections_Final = vec3(0.0); - float roughness = max(pow(1.0-SpecularTex.r,2.0),0.1); - float f0 = SpecularTex.g; - - float F0 = f0; - - vec3 reflectedVector = reflect(normalize(fragpos), normal); - float normalDotEye = dot(normal, normalize(fragpos)); - float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0); - // float unchangedfresnel = fresnel; - - // snells window looking thing - if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0); - - if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0); - - // fresnel = mix(F0, 1.0, fresnel); - fresnel = F0 + (1.0 - F0) * fresnel; - float indoors = clamp((lmtexcoord.w-0.6)*5.0, 0.0,1.0); - vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector; - - // SSR, Sky, and Sun reflections - vec4 Reflections = vec4(0.0); - vec3 SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.; - vec3 SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, f0); - // vec3 SunReflection = Direct_lighting * SunGGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, f0, fresnel); - - if(iswater > 0.0){ - #ifdef SCREENSPACE_REFLECTIONS - vec3 rtPos = rayTrace(reflectedVector,fragpos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1); - if (rtPos.z < 1.){ - vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition; - previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz; - previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5; - if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) { - - Reflections.a = 1.0; - Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb; - } - } - #endif - } - float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1); - - Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a); - Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor); - Reflections_Final += SunReflection; - - - gl_FragData[0].rgb = Reflections_Final; - - //correct alpha channel with fresnel - float alpha0 = gl_FragData[0].a; - gl_FragData[0].a = -gl_FragData[0].a*fresnel+gl_FragData[0].a+fresnel; - - if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.); - - // //suffering - // #ifdef SPIDEREYES - // gl_FragData[0].rgb = Albedo.rgb * 10; - // #endif - - } else { - gl_FragData[0].rgb = FinalColor; - } - - #ifndef HAND - gl_FragData[1] = vec4(Albedo,iswater); - #endif -// #endif + //correct alpha channel with fresnel + float alpha0 = gl_FragData[0].a; + gl_FragData[0].a = -gl_FragData[0].a*fresnel+gl_FragData[0].a+fresnel; + if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.); + } else { + gl_FragData[0].rgb = FinalColor; } + + #ifndef HAND + gl_FragData[1] = vec4(Albedo,iswater); + #endif } +} \ No newline at end of file diff --git a/shaders/gbuffers_all_translucent.vsh b/shaders/gbuffers_all_translucent.vsh index 1a5d791..c61f3a0 100644 --- a/shaders/gbuffers_all_translucent.vsh +++ b/shaders/gbuffers_all_translucent.vsh @@ -15,7 +15,8 @@ varying vec4 lmtexcoord; varying vec4 color; varying vec4 normalMat; varying vec3 binormal; -varying vec3 tangent; +varying vec4 tangent; + uniform mat4 gbufferModelViewInverse; varying vec3 viewVector; @@ -84,12 +85,16 @@ void main() { } lmtexcoord.xy = (gl_MultiTexCoord0).xy; - vec2 lmcoord = gl_MultiTexCoord1.xy/255.; + vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol lmtexcoord.zw = lmcoord; + + vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz; gl_Position = toClipSpace3(position); - color = gl_Color; + + color = vec4(gl_Color.rgb,1.0); + float mat = 0.0; if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) { @@ -106,18 +111,21 @@ void main() { #endif - normalMat = vec4(normalize( gl_NormalMatrix*gl_Normal),mat); + tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w); + + normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0); + normalMat.a = mat; - tangent_other = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),normalMat.a); - tangent = normalize( gl_NormalMatrix *at_tangent.rgb); - binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w); - mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x, - tangent.y, binormal.y, normalMat.y, - tangent.z, binormal.z, normalMat.z); + vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb); + binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w); + + mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x, + tangent2.y, binormal.y, normalMat.y, + tangent2.z, binormal.z, normalMat.z); viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz; viewVector = normalize(tbnMatrix * viewVector); diff --git a/shaders/programs/all_translucent.fsh b/shaders/programs/all_translucent.fsh index dbd7368..be0d444 100644 --- a/shaders/programs/all_translucent.fsh +++ b/shaders/programs/all_translucent.fsh @@ -447,7 +447,7 @@ void main() { - gl_FragData[4] = vec4(Albedo, gl_FragData[0].a); + // gl_FragData[4] = vec4(Albedo, gl_FragData[0].a); vec2 tempOffset=offsets[framemod8];