diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 4bbaafe..435f07c 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -822,7 +822,9 @@ void main() { vec3 background = vec3(0.0); - background += stars(vec3(np3.x,abs(np3.y),np3.z)) * 5.0 ; + vec3 orbitstar = vec3(np3.x,abs(np3.y),np3.z); + orbitstar.x -= WsunVec.x*0.2; + background += stars(orbitstar) * 5.0 ; #ifndef ambientLight_only background += drawSun(dot(lightCol.a * WsunVec, np3),0, DirectLightColor,vec3(0.0)) ; // sun @@ -1115,7 +1117,7 @@ void main() { } - // gl_FragData[0].rgb = TESTS; if(z >= 1) gl_FragData[0].rgb = vec3(0.5); + // gl_FragData[0].rgb = worldToView(normal); if(z >= 1) gl_FragData[0].rgb = vec3(0.5); // if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0); /* DRAWBUFFERS:3 */ diff --git a/shaders/composite5.fsh b/shaders/composite5.fsh index 93fe2f0..5fef126 100644 --- a/shaders/composite5.fsh +++ b/shaders/composite5.fsh @@ -80,7 +80,9 @@ uniform int frameCounter; uniform int framemod8; uniform vec3 previousCameraPosition; uniform mat4 gbufferPreviousModelView; + #define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.) + #include "lib/projections.glsl" @@ -120,9 +122,11 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth) dmin = dmin.z > dtl.z? dtl : dmin; dmin = dmin.z > dbl.z? dbl : dmin; dmin = dmin.z > dbr.z? dbr : dmin; + #ifdef TAA_UPSCALING - dmin.xy = dmin.xy/RENDER_SCALE; + dmin.xy = dmin.xy/RENDER_SCALE; #endif + return dmin; } diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index 9bbbe5b..a557844 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -136,6 +136,21 @@ vec3 blackbody2(float Temp) #include "/lib/climate_settings.glsl" +uniform sampler2D noisetex;//depth +float densityAtPos(in vec3 pos){ + pos /= 18.; + pos.xz *= 0.5; + vec3 p = floor(pos); + vec3 f = fract(pos); + vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0); + vec2 coord = uv / 512.0; + + //The y channel has an offset to avoid using two textures fetches + vec2 xy = texture2D(noisetex, coord).yx; + + return mix(xy.r,xy.g, f.y); +} + //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// @@ -245,11 +260,22 @@ void main() { #ifdef WAVY_PLANTS bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t; + // #ifdef WORLD + // #ifndef HAND + // vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; + // // worldpos.xyz += (densityAtPos(worldpos*255 )*2) - cameraPosition; + // worldpos.xyz += sin(worldpos) - cameraPosition; + // position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; + // #endif + // #endif + if ((mc_Entity.x == 10001 && istopv) && abs(position.z) < 64.0) { vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition; position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; } + + if (mc_Entity.x == 10003 && abs(position.z) < 64.0) { vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; diff --git a/shaders/gbuffers_hand.vsh b/shaders/gbuffers_hand.vsh index 39504ed..191e977 100644 --- a/shaders/gbuffers_hand.vsh +++ b/shaders/gbuffers_hand.vsh @@ -2,4 +2,5 @@ #define WORLD #define HAND + #include "gbuffers_all_solid.vsh" \ No newline at end of file diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 5f9e5bb..cdbbcb6 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -71,7 +71,11 @@ // #define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality. // #define SPLIT_RENDER // AAAAAAAAAAAAAAAA -// --- FOG/VOLUMETRICS --- + +////////////////////////////////////// +// ----- FOG RELATED SETTINGS ----- // +////////////////////////////////////// + #define Biome_specific_environment // makes the fog density and color look unique in certain biomes. (swamps, jungles, lush caves, giant pines, dark forests) #define Cave_fog // cave fog.... @@ -96,61 +100,80 @@ #define cloudray_amount 0.2 // rain boost this [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0] -#define HQ_CLOUDS //Renders detailled clouds for viewport -#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0] #define BLOOMY_FOG 2.0 //[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0] #define BLOOM_STRENGTH 4.0 //[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0] +// ----- MISC FOG ----- // #define Haze_amount 1.0 // [0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0] -#define RainFog_amount 5 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25] -#define CaveFog_amount 5 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25] -#define Morning_Uniform_Fog 1.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Noon_Uniform_Fog 0.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Evening_Uniform_Fog 10.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Night_Uniform_Fog 10.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define RainFog_amount 1 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25] -#define Morning_Cloudy_Fog 1.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Noon_Cloudy_Fog 0.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Evening_Cloudy_Fog 50.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] -#define Night_Cloudy_Fog 5.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define CaveFog_amount 1 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25] + +// ----- TIME OF DAY FOG ----- // #define TOD_Fog_mult 1.0 // [0.0 0.25 0.5 0.75 1.0 2.0 3.0 4.0 5.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0] +#define Morning_Uniform_Fog 1. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define Morning_Cloudy_Fog 10. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] + +#define Noon_Uniform_Fog 0. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define Noon_Cloudy_Fog 0. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] + +#define Evening_Uniform_Fog 3. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define Evening_Cloudy_Fog 1. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] + +#define Night_Uniform_Fog 5. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +#define Night_Cloudy_Fog 5. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.] +// ----- OTHER DIMENSION'S FOG ----- // #define NetherFog_brightness 0.5 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0] -// --- LABPBR --- -//#define SPECULARTEX -#define Sub_surface_scattering // (place the flashlight on your hand example here) -#define LabPBR_subsurface_scattering -#define SSS_TYPE 1 // [0 1 2 3] -#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance. -#define ambientsss_brightness 1 // [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] -#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] -#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50] -#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50] -#define AO_Strength 0.8 // strength of shadowed areas [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] -#define GI_Strength 1.0 // strength of bounced light areas [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] -// #define HQ_SSGI + + +/////////////////////////////////////////////////// +// ----- LABPBR MATERIALS RELATED SETTINGS ----- // +/////////////////////////////////////////////////// + + +//#define SPECULARTEX + // #define LabPBR_Emissives #define Emissive_Brightness 10.0 // [1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 100.] #define Emissive_Curve 2.0 // yes i blatantly copied kappa here. [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] -//#define Horrible_slope_normals // really only good on low resoltution packs. alot of aliasing/flickering at high resoltions + +#define LabPBR_subsurface_scattering +#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] + //#define POM -#define mob_SSS -#define misc_block_SSS -#define POM_DEPTH 0.25 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] // IN METERS. Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0 #define Adaptive_Step_length // make only used parts of the POM depth get samples, to increase overall quality. DOWNSIDE: at sheer angles, it looks kinda buggy. +//#define Horrible_slope_normals // really only good on low resoltution packs. alot of aliasing/flickering at high resoltions +#define POM_DEPTH 0.25 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] // IN METERS. Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0 #define MAX_ITERATIONS 50 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance) #define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated -// #define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases + // #define Porosity +#define Sub_surface_scattering // (place the flashlight on your hand example here) +#define SSS_TYPE 1 // [0 1 2 3] +#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance. +#define ambientsss_brightness 1 // [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] +#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50] +#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50] + +#define AO_Strength 0.8 // strength of shadowed areas [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] +#define GI_Strength 1.0 // strength of bounced light areas [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] +// #define HQ_SSGI + +#define mob_SSS +#define misc_block_SSS +// #define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases + + // --- WEATHER/SKY --- @@ -266,10 +289,17 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF #define Puddles // yes #endif -// --- CLOUDS --- +//////////////////////////////////////// +// ----- CLOUD RELATED SETTINGS ----- // +//////////////////////////////////////// #define VOLUMETRIC_CLOUDS // if you don't like the noise on the default cloud settings, turn up the cloud samples. if that hurts performance too much, turn down the clouds quality. +#define HQ_CLOUDS // Renders detailled clouds for viewport +#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0] + +// #define Daily_Weather // different skies for different days, and fog. + #ifdef VOLUMETRIC_CLOUDS #define CLOUDS_SHADOWS // Casts shadows from clouds on the world #ifdef CLOUDS_SHADOWS @@ -290,7 +320,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF #define Rain_coverage 1.1 // how much the coverage of the clouds change during rain [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 Daily_Weather // different skies for different days, and fog. #define WeatherDay -1 // [-1 0 1 2 3 4 5 6 7] #define cloudCoverage 0.4 // Cloud coverage [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index bd13615..d2e465d 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -131,7 +131,8 @@ vec3 Cloud_lighting( vec3 moonContribution, float AmbientShadow, int cloudType, - vec3 pos + vec3 pos, + float time ){ float coeeff = -30; // float powder = 1.0 - exp((CloudShape*CloudShape) * -800); @@ -147,7 +148,7 @@ vec3 Cloud_lighting( skyLighting += sunContributionMulti * exp(-SunShadowing) * clamp((1.0 - abs(pow(Density*4.0 - 1.1,4.0))) * Coverage,0,1) ; #endif - skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2 ) * lesspowder ; + skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/(2.0 - time) ) * lesspowder ; if(cloudType == 1){ @@ -158,7 +159,7 @@ vec3 Cloud_lighting( vec3 sunLighting = exp(SunShadowing * coeeff + powder) * sunContribution; sunLighting += exp(SunShadowing * coeeff/4 + powder*2) * sunContributionMulti; - vec3 moonLighting = exp(MoonShadowing * coeeff / 3) * moonContribution * powder; + vec3 moonLighting = exp(MoonShadowing * coeeff/4 + powder) * moonContribution; return skyLighting + moonLighting + sunLighting ; // return skyLighting; @@ -248,9 +249,10 @@ vec4 renderClouds( vec3 sunContribution = SunColor * mieDay; vec3 sunContributionMulti = SunColor * mieDayMulti ; - float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4) * 6.0; + float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4); vec3 moonContribution = MoonColor * mieNight; + float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0); #ifdef Cumulus for(int i=0;i= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp); + if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy,sp); spos += stepv; @@ -422,7 +422,7 @@ vec3 getWaveHeightmap_dimension(vec2 posxz, float iswater){ //////////////////////////////VOID MAIN////////////////////////////// /* RENDERTARGETS:2,7,1,11,13,14 */ void main() { - if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y ) { + if (gl_FragCoord.x * texelSize.x < 1 && gl_FragCoord.y * texelSize.y < 1 ) { gl_FragData[0] = texture2D(texture, lmtexcoord.xy,Texture_MipMap_Bias)*color; vec3 Albedo = toLinear(gl_FragData[0].rgb); @@ -452,7 +452,7 @@ void main() { vec2 tempOffset=offsets[framemod8]; 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)); + vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; vec3 np3 = normVec(p3); diff --git a/shaders/programs/all_translucent.vsh b/shaders/programs/all_translucent.vsh index 2ea0fdb..888da1e 100644 --- a/shaders/programs/all_translucent.vsh +++ b/shaders/programs/all_translucent.vsh @@ -108,9 +108,9 @@ void main() { - #ifdef TAA_UPSCALING - gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; - #endif + // #ifdef TAA_UPSCALING + // gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; + // #endif #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif diff --git a/shaders/world-1/composite2.fsh b/shaders/world-1/composite2.fsh index 3384f06..fc15fbc 100644 --- a/shaders/world-1/composite2.fsh +++ b/shaders/world-1/composite2.fsh @@ -341,7 +341,7 @@ void ScreenSpace_SSS(inout float sss, vec3 fragpos, vec2 noise, vec3 normal){ float rd = mulfov2 * 0.1; - vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ; + vec2 acc = -(TAA_Offset*(texelSize/2)) ; // int seed = (frameCounter%40000)*2 + (1+frameCounter); // float randomDir = fract(R2_samples(seed).y + noise.x ) * 1.61803398874 ; @@ -355,10 +355,10 @@ void ScreenSpace_SSS(inout float sss, vec3 fragpos, vec2 noise, vec3 normal){ // vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, randomDir); vec2 sampleOffset = sp*rd; - ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE); + ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)); - if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) { - vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) * vec3(1.0/RENDER_SCALE, 1.0) ); + if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth && offset.y < viewHeight ) { + vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) ); vec3 vec = t0.xyz - fragpos; float dsquared = dot(vec,vec); diff --git a/shaders/world-1/composite8.fsh b/shaders/world-1/composite8.fsh index 4348131..53a90fc 100644 --- a/shaders/world-1/composite8.fsh +++ b/shaders/world-1/composite8.fsh @@ -3,6 +3,7 @@ #extension GL_EXT_gpu_shader4 : enable #include "/lib/settings.glsl" +#include "/lib/res_params.glsl" const int noiseTextureResolution = 32; @@ -31,7 +32,9 @@ varying vec2 texcoord; flat varying float exposureA; flat varying float tempOffsets; uniform sampler2D colortex3; +uniform sampler2D colortex0; uniform sampler2D colortex5; +uniform sampler2D colortex6; uniform sampler2D depthtex0; uniform vec2 texelSize; @@ -247,9 +250,7 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth) dmin = dmin.z > dtl.z? dtl : dmin; dmin = dmin.z > dbl.z? dbl : dmin; dmin = dmin.z > dbr.z? dbr : dmin; - #ifdef TAA_UPSCALING - dmin.xy = dmin.xy/RENDER_SCALE; - #endif + return dmin; } const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), @@ -287,12 +288,7 @@ vec3 TAA_hq(){ if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz; - #ifdef TAA_UPSCALING - vec3 albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz; - // Interpolating neighboorhood clampling boundaries between pixels - vec3 cMax = texture2D(colortex0, adjTC).rgb; - vec3 cMin = texture2D(colortex6, adjTC).rgb; - #else + vec3 albedoCurrent0 = texture2D(colortex3, adjTC).rgb; vec3 albedoCurrent1 = texture2D(colortex3, adjTC + vec2(texelSize.x,texelSize.y)).rgb; vec3 albedoCurrent2 = texture2D(colortex3, adjTC + vec2(texelSize.x,-texelSize.y)).rgb; @@ -306,7 +302,7 @@ vec3 TAA_hq(){ vec3 cMax = max(max(max(albedoCurrent0,albedoCurrent1),albedoCurrent2),max(albedoCurrent3,max(albedoCurrent4,max(albedoCurrent5,max(albedoCurrent6,max(albedoCurrent7,albedoCurrent8)))))); vec3 cMin = min(min(min(albedoCurrent0,albedoCurrent1),albedoCurrent2),min(albedoCurrent3,min(albedoCurrent4,min(albedoCurrent5,min(albedoCurrent6,min(albedoCurrent7,albedoCurrent8)))))); albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).rgb; - #endif + #ifndef NO_CLIP vec3 albedoPrev = max(FastCatmulRom(colortex5, previousPosition.xy,vec4(texelSize, 1.0/texelSize), 0.75).xyz, 0.0); diff --git a/shaders/world-1/gbuffers_armor_glint.vsh b/shaders/world-1/gbuffers_armor_glint.vsh index ab59388..484fd98 100644 --- a/shaders/world-1/gbuffers_armor_glint.vsh +++ b/shaders/world-1/gbuffers_armor_glint.vsh @@ -54,9 +54,11 @@ void main() { #endif normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0); - #ifdef TAA_UPSCALING - gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; - #endif + + // #ifdef TAA_UPSCALING + // gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; + // #endif + #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif