improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers

This commit is contained in:
Xonk 2024-07-06 21:03:31 -04:00
parent d5a92880ac
commit 8143c57fa2
30 changed files with 354 additions and 303 deletions

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@ -8,8 +8,8 @@
# dimension.world-1 = minecraft:the_nether
# dimension.WHATEVER = somemod:whateverdimension
dimension.world0 = minecraft:overworld *
dimension.world0 = minecraft:overworld
dimension.world-1 = minecraft:the_nether
dimension.world1 = minecraft:the_end
# dimension.unknown_dimension_fallback = *
dimension.worldx = *

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@ -21,14 +21,8 @@ uniform float far;
#include "/lib/bokeh.glsl"
#endif
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.);
#include "/lib/TAA_jitter.glsl"
/*

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@ -143,14 +143,8 @@ float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
// float DH_ld(float dist) {

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@ -44,14 +44,8 @@ uniform float far;
#endif
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.);
#include "/lib/TAA_jitter.glsl"
uniform vec3 cameraPosition;

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@ -104,14 +104,8 @@ vec3 toScreenSpace(vec3 p) {
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
//Mie phase function
float phaseg(float x, float g){

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@ -45,14 +45,7 @@ uniform int heldItemId;
uniform int heldItemId2;
flat varying float HELD_ITEM_BRIGHTNESS;
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.);
#include "/lib/TAA_jitter.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)

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@ -351,14 +351,15 @@ void main() {
if(!ifPOM) maxdist = 0.0;
gl_FragDepth = gl_FragCoord.z;
// coord += noise*interval;
// float sumVec = noise;
if (dist < maxdist) {
float depthmap = readNormal(vtexcoord.st).a;
float used_POM_DEPTH = 1.0;
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
// float noise = blueNoise();
float noise = blueNoise();
#ifdef Adaptive_Step_length
vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0);
used_POM_DEPTH = 1.0;
@ -367,9 +368,9 @@ void main() {
#endif
vec3 coord = vec3(vtexcoord.st , 1.0);
coord += interval * used_POM_DEPTH;
coord += interval * noise * used_POM_DEPTH;
float sumVec = 0.5;
float sumVec = noise;
for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
coord = coord + interval * used_POM_DEPTH;
sumVec += used_POM_DEPTH;

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@ -91,14 +91,9 @@ uniform vec3 cameraPosition;
uniform vec2 texelSize;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)

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@ -152,14 +152,8 @@ float R2_dither(){
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
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.);
#include "/lib/TAA_jitter.glsl"

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@ -71,14 +71,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
uniform vec2 texelSize;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)

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@ -18,14 +18,8 @@ attribute vec4 at_tangent;
uniform vec2 texelSize;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)

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@ -17,14 +17,9 @@ uniform mat4 gbufferModelViewInverse;
#include "/lib/res_params.glsl"
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
void main() {
gl_Position = ftransform();

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@ -742,7 +742,7 @@ vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
float scatterDepth = 1.0 - pow(Scattering, 0.5 + Density * 2.5);
// PBR at its finest :clueless:
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier);
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier * 0.01);
vec3 scatter = scatterDepth * absorbColor * pow(Density, LabSSS_Curve);
@ -1283,7 +1283,6 @@ void main() {
#ifdef OVERWORLD_SHADER
Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * Direct_SSS);
// Direct_lighting = DirectLightColor * Direct_SSS;
#endif
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
@ -1344,5 +1343,7 @@ void main() {
// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
// if(texcoord.x > 0.5 )gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex0, texcoord).r);
/* DRAWBUFFERS:3 */
}

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@ -32,14 +32,8 @@ uniform int frameCounter;
uniform float frameTimeCounter;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
#include "/lib/util.glsl"

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@ -35,14 +35,8 @@ uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
uniform int hideGUI;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjectionInverse;

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@ -351,6 +351,8 @@ float encodeVec2(vec2 a){
// uniform int framemod8;
// #include "/lib/TAA_jitter.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -369,7 +371,7 @@ void main() {
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;
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
bool iswater = texture2D(colortex7,tc).a > 0.99;
@ -418,7 +420,6 @@ void main() {
#endif
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a);
#endif

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@ -32,14 +32,8 @@ uniform int frameCounter;
flat varying vec2 TAA_Offset;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

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@ -20,14 +20,8 @@ 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.),
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.);
#include "/lib/TAA_jitter.glsl"
#ifdef OVERWORLD_SHADER

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@ -12,33 +12,56 @@ uniform sampler2D colortex3;
void main() {
/* DRAWBUFFERS:06 */
ivec2 center = ivec2(gl_FragCoord.xy);
vec3 current = texelFetch2D(colortex3, center, 0).rgb;
vec3 cMin = current;
vec3 cMax = current;
current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
gl_FragData[0].rgb = cMax;
gl_FragData[1].rgb = cMin;
// vec3 current = texelFetch2D(colortex3, center, 0).rgb;
// vec3 cMin = current;
// vec3 cMax = current;
// current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// gl_FragData[0].rgb = cMax;
// gl_FragData[1].rgb = cMin;
vec3 col0 = texelFetch2D(colortex3, center, 0).rgb;
vec3 col1 = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
vec3 col2 = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
vec3 col3 = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
vec3 col4 = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
vec3 col5 = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
vec3 col6 = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
vec3 col7 = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
vec3 col8 = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
vec3 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
vec3 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
vec3 colMax5 = max(col0,max(col5,max(col6,max(col7,col8))));
vec3 colMin5 = min(col0,min(col5,min(col6,min(col7,col8))));
colMin = 0.5 * (colMin + colMin5);
colMax = 0.5 * (colMax + colMax5);
gl_FragData[0].rgb = colMax;
gl_FragData[1].rgb = colMin;
}

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@ -45,7 +45,7 @@ const bool colortex15Clear = false;
*/
#else
/*
const int colortex5Format = R11F_G11F_B10F; //TAA buffer (everything)
const int colortex5Format = RGBA16F; //TAA buffer (everything)
*/
#endif
@ -65,7 +65,6 @@ uniform sampler2D depthtex1;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform int framemod8;
uniform float viewHeight;
uniform float viewWidth;
uniform vec3 previousCameraPosition;
@ -73,13 +72,23 @@ uniform mat4 gbufferPreviousModelView;
uniform int hideGUI;
#ifdef DAMAGE_TAKEN_EFFECT
uniform float CriticalDamageTaken;
#endif
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
@ -98,6 +107,93 @@ vec4 fp10Dither(vec4 color ,float dither){
return vec4(color.rgb + dither*exp2(-mantissaBits)*exp2(exponent), color.a);
}
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
vec3 tonemap(vec3 col){
return col/(1+luma(col));
}
vec3 invTonemap(vec3 col){
return col/(1-luma(col));
}
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
float convertHandDepth2( float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
#endif
uniform float near;
uniform float far;
uniform float dhFarPlane;
uniform float dhNearPlane;
#include "/lib/DistantHorizons_projections.glsl"
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
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);
}
float invertlinearDepthFast(const in float depth, const in float near, const in float far) {
return ((2.0*near/depth)-far-near)/(far-near);
}
vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) {
#ifdef DISTANT_HORIZONS
mat4 projectionMatrix = depthCheck ? dhPreviousProjection : gbufferPreviousProjection;
return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#else
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#endif
}
vec3 toScreenSpace_DH_special(vec3 POS, bool depthCheck ) {
vec4 viewPos = vec4(0.0);
vec3 feetPlayerPos = vec3(0.0);
vec4 iProjDiag = vec4(0.0);
#ifdef DISTANT_HORIZONS
if (depthCheck) {
iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
feetPlayerPos = POS * 2.0 - 1.0;
viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
viewPos.xyz /= viewPos.w;
} else {
#endif
iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
feetPlayerPos = POS * 2.0 - 1.0;
viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
viewPos.xyz /= viewPos.w;
#ifdef DISTANT_HORIZONS
}
#endif
return viewPos.xyz;
}
//Modified texture interpolation from inigo quilez
vec4 smoothfilter(in sampler2D tex, in vec2 uv)
{
@ -143,40 +239,26 @@ vec3 FastCatmulRom(sampler2D colorTex, vec2 texcoord, vec4 rtMetrics, float shar
vec4(centerColor, 1.0) * (w12.x * w12.y) +
vec4(texture2D(colorTex, vec2(tc3.x, tc12.y)).rgb, 1.0) * (w3.x * w12.y) +
vec4(texture2D(colorTex, vec2(tc12.x, tc3.y )).rgb, 1.0) * (w12.x * w3.y );
return color.rgb/color.a;
}
vec3 clip_aabb(vec3 q, vec3 aabb_min, vec3 aabb_max)
{
vec3 p_clip = 0.5 * (aabb_max + aabb_min);
vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
// vec3 clip_aabb(vec3 q, vec3 aabb_min, vec3 aabb_max)
// {
// vec3 p_clip = 0.5 * (aabb_max + aabb_min);
// vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
vec3 v_clip = q - vec3(p_clip);
vec3 v_unit = v_clip.xyz / e_clip;
vec3 a_unit = abs(v_unit);
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
// vec3 v_clip = q - vec3(p_clip);
// vec3 v_unit = v_clip.xyz / e_clip;
// vec3 a_unit = abs(v_unit);
// float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
if (ma_unit > 1.0)
return vec3(p_clip) + v_clip / ma_unit;
else
return q;
}
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
vec3 tonemap(vec3 col){
return col/(1+luma(col));
}
vec3 invTonemap(vec3 col){
return col/(1-luma(col));
}
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
// if (ma_unit > 1.0)
// return vec3(p_clip) + v_clip / ma_unit;
// else
// return q;
// }
vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth, bool hand)
{
@ -248,88 +330,6 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth,
return dmin;
}
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
#endif
uniform float near;
uniform float far;
uniform float dhFarPlane;
uniform float dhNearPlane;
#include "/lib/DistantHorizons_projections.glsl"
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
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);
}
float invertlinearDepthFast(const in float depth, const in float near, const in float far) {
return ((2.0*near/depth)-far-near)/(far-near);
}
vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) {
#ifdef DISTANT_HORIZONS
mat4 projectionMatrix = depthCheck ? dhPreviousProjection : gbufferPreviousProjection;
return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#else
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#endif
}
vec3 toScreenSpace_DH_special(vec3 POS, bool depthCheck ) {
vec4 viewPos = vec4(0.0);
vec3 feetPlayerPos = vec3(0.0);
vec4 iProjDiag = vec4(0.0);
#ifdef DISTANT_HORIZONS
if (depthCheck) {
iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
feetPlayerPos = POS * 2.0 - 1.0;
viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
viewPos.xyz /= viewPos.w;
} else {
#endif
iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
feetPlayerPos = POS * 2.0 - 1.0;
viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
viewPos.xyz /= viewPos.w;
#ifdef DISTANT_HORIZONS
}
#endif
return viewPos.xyz;
}
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.);
#ifdef DAMAGE_TAKEN_EFFECT
uniform float CriticalDamageTaken;
#endif
vec4 TAA_hq(bool hand){
#ifdef TAA_UPSCALING
@ -414,6 +414,7 @@ vec4 TAA_hq(bool hand){
//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), clamp(BLEND_FACTOR + movementRejection, 0.0,1.0))), 1.0);
// vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), 0.5)), 1.0);
#ifdef DAMAGE_TAKEN_EFFECT
if(CriticalDamageTaken > 0.01) supersampled.rgb = mix(supersampled.rgb, texture2D(colortex5, adjTC).rgb, sqrt(CriticalDamageTaken)*0.8);
@ -432,17 +433,97 @@ vec4 TAA_hq(bool hand){
#endif
}
vec4 computeTAA(vec2 texcoord, bool hand){
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
vec2 jitter = offsets[framemod8]*texelSize*0.5;
vec2 adjTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
// get previous frames position stuff for UV
//use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion
#ifdef DISTANT_HORIZONS
bool depthCheck = texture2D(depthtex0,adjTC).x >= 1.0;
vec3 closestToCamera = closestToCamera5taps_DH(adjTC, depthtex0, dhDepthTex, depthCheck, hand);
vec3 viewPos = toScreenSpace_DH_special(closestToCamera, depthCheck);
#else
vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0, hand);
vec3 viewPos = toScreenSpace(closestToCamera);
#endif
vec3 playerPos = mat3(gbufferModelViewInverse) * toScreenSpace(closestToCamera) + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
previousPosition = toClipSpace3Prev(previousPosition);
vec2 velocity = previousPosition.xy - closestToCamera.xy;
previousPosition.xy = texcoord + velocity;
// sample current frame, and make sure it is de-jittered
vec3 currentFrame = smoothfilter(colortex3, adjTC + jitter).rgb;
//reject history if off-screen and early exit
if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return vec4(currentFrame, 1.0);
#ifdef TAA_UPSCALING
// Interpolating neighboorhood clampling boundaries between pixels
vec3 colMax = texture2D(colortex0, adjTC).rgb;
vec3 colMin = texture2D(colortex6, adjTC).rgb;
#else
//Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood
vec3 col0 = currentFrame; // can use this because its the center sample.
vec3 col1 = texture2D(colortex3, adjTC + vec2( texelSize.x, texelSize.y)).rgb;
vec3 col2 = texture2D(colortex3, adjTC + vec2( texelSize.x, -texelSize.y)).rgb;
vec3 col3 = texture2D(colortex3, adjTC + vec2(-texelSize.x, -texelSize.y)).rgb;
vec3 col4 = texture2D(colortex3, adjTC + vec2(-texelSize.x, texelSize.y)).rgb;
vec3 col5 = texture2D(colortex3, adjTC + vec2( 0.0, texelSize.y)).rgb;
vec3 col6 = texture2D(colortex3, adjTC + vec2( 0.0, -texelSize.y)).rgb;
vec3 col7 = texture2D(colortex3, adjTC + vec2(-texelSize.x, 0.0)).rgb;
vec3 col8 = texture2D(colortex3, adjTC + vec2( texelSize.x, 0.0)).rgb;
vec3 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
vec3 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
vec3 colMax5 = max(col0,max(col5,max(col6,max(col7,col8))));
vec3 colMin5 = min(col0,min(col5,min(col6,min(col7,col8))));
colMin = 0.5 * (colMin + colMin5);
colMax = 0.5 * (colMax + colMax5);
#endif
#ifdef DAMAGE_TAKEN_EFFECT
// when this triggers, use current frame UV to sample history, for a funny trailing effect.
if(CriticalDamageTaken > 0.01) previousPosition.xy = adjTC;
#endif
vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,0.0);
vec3 clampedframeHistory = clamp(frameHistory, colMin, colMax);
float blendingFactor = BLEND_FACTOR;
if(hand) blendingFactor = clamp(length(velocity/texelSize),blendingFactor,1.0);
//Increases blending factor when far from AABB, reduces ghosting
blendingFactor = min(blendingFactor + luma(min(max(clampedframeHistory - frameHistory,0.0) / frameHistory, 1.0)),1.0);
// Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
vec3 finalResult = invTonemap(mix(tonemap(clampedframeHistory), tonemap(currentFrame), blendingFactor));
#ifdef DAMAGE_TAKEN_EFFECT
// when this triggers, do a funny trailing effect.
if(CriticalDamageTaken > 0.01) finalResult = mix(finalResult, frameHistory, sqrt(CriticalDamageTaken)*0.8);
#endif
#ifdef SCREENSHOT_MODE
// when this is on, do "infinite frame accumulation "
if (hideGUI == 0) return vec4(finalResult, 1.0);
vec4 superSampledHistory = texture2D(colortex5, previousPosition.xy);
vec3 superSampledResult = superSampledHistory.rgb * superSampledHistory.a + currentFrame;
return vec4(superSampledResult/(superSampledHistory.a+1.0), superSampledHistory.a+1.0);
#endif
return vec4(finalResult, 1.0);
}
void main() {
/* DRAWBUFFERS:5 */
gl_FragData[0].a = 1.0;
#ifdef TAA
@ -451,7 +532,11 @@ void main() {
float dataUnpacked = decodeVec2(texelFetch2D(colortex1,ivec2(gl_FragCoord.xy*RENDER_SCALE),0).w).y;
bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,taauTC).x < 1.0;
vec4 color = TAA_hq(hand);
// vec4 color = TAA_hq(hand);
vec4 color = computeTAA(texcoord, hand);
// gl_FragData[0] = clamp(color, 0.0, 65000.0);
#if DEBUG_VIEW == debug_TEMPORAL_REPROJECTION
color.rgb = texture2D(colortex3, taauTC).rgb;

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@ -8,14 +8,8 @@ uniform int frameCounter;
uniform int framemod8;
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.);
#include "/lib/TAA_jitter.glsl"
void main() {
gl_Position = ftransform();

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@ -151,6 +151,7 @@ float invLinZ (float lindepth){
uniform sampler2D colortex4;
#include "/lib/end_fog.glsl"
#endif
vec3 rodSample(vec2 Xi)
{
float r = sqrt(1.0f - Xi.x*Xi.y);
@ -379,7 +380,6 @@ if(accumuteSpeed < 1.0) mixhistory = 1.0;
gl_FragData[0].rgb = clamp(mix(temp, curr, mixhistory),0.0,65000.);
//Exposure values
if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(exposure, avgBrightness, avgL2,1.0);

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@ -71,14 +71,8 @@ float interleaved_gradientNoise(){
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.);
#include "/lib/TAA_jitter.glsl"
float blueNoise(){
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);

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@ -388,7 +388,7 @@ void main() {
#endif
vec4 underwaterVlFog = vec4(0,0,0,1);
if(iswater) underwaterVlFog = waterVolumetrics_test(viewPos0, viewPos1, estimatedDepth, estimatedSunDepth, Vdiff, noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor, dot(normalize(viewPos1), normalize(sunVec*lightCol.a)) );
if(iswater) underwaterVlFog = waterVolumetrics_test(viewPos0, viewPos1, estimatedDepth, estimatedSunDepth, Vdiff, noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor* (1.0-caveDetection), dot(normalize(viewPos1), normalize(sunVec*lightCol.a)) );
vec4 fogFinal = vec4(underwaterVlFog.rgb * VolumetricFog2.a + VolumetricFog2.rgb, VolumetricFog2.a * underwaterVlFog.a);

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@ -0,0 +1,33 @@
const vec2[8] offsets = vec2[8](
vec2( 1.0, -3.0)/8.0,
vec2(-1.0, 3.0)/8.0,
vec2( 5.0, 1.0)/8.0,
vec2(-3.0, -5.0)/8.0,
vec2(-5.0, 5.0)/8.0,
vec2(-7.0, -1.0)/8.0,
vec2( 3.0, 7.0)/8.0,
vec2( 7.0, 7.0)/8.0
);
// const vec2[4] offsets = vec2[4](
// vec2( 0.0, -1.0), // right bottom
// vec2( 1.0, 0.0), // left top
// vec2( 0.0, 1.0), // right top
// vec2(-1.0, 0.0) // left bottom
// );
// const vec2[4] offsets = vec2[4](
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0)
// );
// const vec2[8] offsets = vec2[8](
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0),
// vec2(0.0)
// );

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@ -393,7 +393,7 @@ vec3 ApplySSRT(
#ifdef SKY_CONTRIBUTION_IN_SSRT
#ifdef OVERWORLD_SHADER
skycontribution = doIndirectLighting(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30.0, minimumLightColor, lightmap) + blockLightColor;
skycontribution = doIndirectLighting(pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30.0, vec3(0.7)) * 2.5, minimumLightColor, lightmap) + blockLightColor;
#else
skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0, vec3(0.7)) + blockLightColor;
#endif

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@ -3,7 +3,7 @@
#endif
#ifdef TAA_UPSCALING
#define SCALE_FACTOR 0.75 // render resolution multiplier. below 0.5 not recommended [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95]
#define SCALE_FACTOR 0.75 // render resolution multiplier. below 0.5 not recommended [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0]
#define RENDER_SCALE vec2(SCALE_FACTOR, SCALE_FACTOR)
#define UPSCALING_SHARPNENING 2.0 - SCALE_FACTOR - SCALE_FACTOR

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@ -1,4 +1,4 @@
#define SHADER_VERSION_LABEL 475 // [475]
#define SHADER_VERSION_LABEL 476 // [476]
#define saturate(x) clamp(x,0.0,1.0)
@ -548,7 +548,7 @@ uniform int moonPhase;
#define CONTRAST_ADAPTATIVE_SHARPENING
#define SHARPENING 0.35 // [0.0 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 1.0 ]
#define SATURATION 0.00 // [-1.0 -0.98 -0.96 -0.94 -0.92 -0.9 -0.88 -0.86 -0.84 -0.82 -0.8 -0.78 -0.76 -0.74 -0.72 -0.7 -0.68 -0.66 -0.64 -0.62 -0.6 -0.58 -0.56 -0.54 -0.52 -0.5 -0.48 -0.46 -0.44 -0.42 -0.4 -0.38 -0.36 -0.34 -0.32 -0.3 -0.28 -0.26 -0.24 -0.22 -0.2 -0.18 -0.16 -0.14 -0.12 -0.1 -0.08 -0.06 -0.04 -0.02 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 ]
#define SATURATION 0.00 // [-1.0 -0.98 -0.96 -0.94 -0.92 -0.9 -0.88 -0.86 -0.84 -0.82 -0.8 -0.78 -0.76 -0.74 -0.72 -0.7 -0.68 -0.66 -0.64 -0.62 -0.6 -0.58 -0.56 -0.54 -0.52 -0.5 -0.48 -0.46 -0.44 -0.42 -0.4 -0.38 -0.36 -0.34 -0.32 -0.3 -0.28 -0.26 -0.24 -0.22 -0.2 -0.18 -0.16 -0.14 -0.12 -0.1 -0.08 -0.06 -0.04 -0.02 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 ]=
#define CROSSTALK 0.0 // [-1.0 -0.98 -0.96 -0.94 -0.92 -0.9 -0.88 -0.86 -0.84 -0.82 -0.8 -0.78 -0.76 -0.74 -0.72 -0.7 -0.68 -0.66 -0.64 -0.62 -0.6 -0.58 -0.56 -0.54 -0.52 -0.5 -0.48 -0.46 -0.44 -0.42 -0.4 -0.38 -0.36 -0.34 -0.32 -0.3 -0.28 -0.26 -0.24 -0.22 -0.2 -0.18 -0.16 -0.14 -0.12 -0.1 -0.08 -0.06 -0.04 -0.02 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 ]
// #define LUMINANCE_CURVE

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@ -244,7 +244,7 @@ vec3 DoCloudLighting(
float distantfog
){
float powder = 1.0 - exp(-10.0 * density);
vec3 directLight = sunMultiScatter * exp(-3.0 * sunShadows) * powder + sunScatter * exp(-10.0 * sunShadows);
vec3 directLight = sunScatter * exp(-10.0 * sunShadows) + sunMultiScatter * exp(-3.0 * sunShadows) * powder;
vec3 indirectLight = skyLightCol * mix(1.0, 2.0 * (1.0 - sqrt((skyScatter*skyScatter*skyScatter)*density)) , pow(distantfog,1.0 - rainStrength*0.5));
@ -315,6 +315,7 @@ if(layer == 2){
float directLight = 0.0;
for (int j = 0; j < 2; j++){
// lower the step size as the sun gets higher in the sky
vec3 shadowSamplePos_high = rayProgress + dV_Sun * (1.0 + j * dither) / (pow(abs(dV_Sun.y*0.5),3.0) * 0.995 + 0.005);

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@ -117,6 +117,7 @@ blend.gbuffers_water.colortex11 = off
blend.gbuffers_hand_water.colortex11 = off
blend.gbuffers_entities_translucent.colortex11 = off
blend.composite.colortex5 = off
blend.composite.colortex12 = off
blend.composite.colortex13 = off
blend.composite.colortex14 = off
@ -257,7 +258,7 @@ SHADER_VERSION_LABEL <empty> \
screen.Clouds.columns = 3
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS Cloud_Speed \
CLOUDS_QUALITY CLOUD_SHADOW_STRENGTH Rain_coverage \
minRayMarchSteps [DAILY_WEATHER] <empty> \
minRayMarchSteps maxRayMarchSteps [DAILY_WEATHER] \
CloudLayer0 CloudLayer1 CloudLayer2 \
CloudLayer0_coverage CloudLayer1_coverage CloudLayer2_coverage \
CloudLayer0_density CloudLayer1_density CloudLayer2_density \