From ad391ff185364364e141cde2d7fa33519ba2d191 Mon Sep 17 00:00:00 2001 From: NULL511 Date: Sun, 4 Aug 2024 23:02:33 -0400 Subject: [PATCH] rebase fixes --- shaders/dimensions/physics_ocean.fsh | 67 +++++++++++++++++++--------- 1 file changed, 46 insertions(+), 21 deletions(-) diff --git a/shaders/dimensions/physics_ocean.fsh b/shaders/dimensions/physics_ocean.fsh index 02be15a..d4e1810 100644 --- a/shaders/dimensions/physics_ocean.fsh +++ b/shaders/dimensions/physics_ocean.fsh @@ -397,6 +397,23 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis } #endif +void convertHandDepth(inout float depth) { + float ndcDepth = depth * 2.0 - 1.0; + ndcDepth /= MC_HAND_DEPTH; + depth = ndcDepth * 0.5 + 0.5; +} +void Emission( + inout vec3 Lighting, + vec3 Albedo, + float Emission, + float exposure +){ + float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0)); + if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * Emissive_Brightness * autoBrightnessAdjust * 0.1, pow(Emission, Emissive_Curve)); // old method.... idk why +} + +uniform vec3 eyePosition; + //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// @@ -547,8 +564,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) lightmap.y = 1.0; #endif - #ifdef Hand_Held_lights - lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(feetPlayerPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); + #if defined Hand_Held_lights && !defined LPV_ENABLED + #ifdef IS_IRIS + vec3 playerCamPos = eyePosition; + #else + vec3 playerCamPos = cameraPosition; + #endif + lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); #endif vec3 Indirect_lighting = vec3(0.0); @@ -584,19 +606,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.2); AmbientLightColor *= skylight; + + Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y); #endif #ifdef NETHER_SHADER - // vec3 AmbientLightColor = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 15.0; - - // vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0; - // vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0; - - // up *= pow( max( worldSpaceNormal.y, 0), 2); - // down *= pow( max(-worldSpaceNormal.y, 0), 2); - // AmbientLightColor += up + down; - - vec3 AmbientLightColor = vec3(0.1); + Indirect_lighting = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 30.0 ; #endif #ifdef END_SHADER @@ -613,12 +628,17 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL; - vec3 AmbientLightColor = vec3(0.5,0.75,1.0) * 0.9 + 0.1; - AmbientLightColor *= clamp(1.5 + dot(worldSpaceNormal, normalize(feetPlayerPos))*0.5,0,2); + vec3 AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5; + + Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos)); #endif + ///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING #ifdef IS_LPV_ENABLED - vec3 normalOffset = 0.5*worldSpaceNormal; + vec3 normalOffset = vec3(0.0); + + if (any(greaterThan(abs(worldSpaceNormal), vec3(1.0e-6)))) + normalOffset = 0.5*worldSpaceNormal; #if LPV_NORMAL_STRENGTH > 0 if (any(greaterThan(abs(normal), vec3(1.0e-6)))) { @@ -632,7 +652,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) const vec3 lpvPos = vec3(0.0); #endif - Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure); + Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos); vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo; @@ -662,6 +682,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float roughness = pow(1.0-specularValues.r,2.0); float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g; + + #ifdef HAND + f0 = max(specularValues.g, 0.02); + #endif // f0 = SpecularTex.g; // roughness = pow(1.0-specularValues.r,2.0); @@ -759,9 +783,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) gl_FragData[0].rgb = FinalColor*0.1; #endif - // #if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3 - // Emission(gl_FragData[0].rgb, Albedo, SpecularTex.b, exposure); - // #endif + #if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3 + Emission(gl_FragData[0].rgb, Albedo, SpecularTex.b, exposure); + #endif #if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > far-16*4 && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0; @@ -769,8 +793,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) if(WATER) gl_FragData[0].a = 0.0; #endif - gl_FragData[1] = vec4(Albedo, MATERIALS); - + #ifndef HAND + gl_FragData[1] = vec4(Albedo, MATERIALS); + #endif #if DEBUG_VIEW == debug_DH_WATER_BLENDING if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0); #endif