mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether
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@ -149,29 +149,24 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, Torch_Color, clamp(lightmap.xy,0,1), 3.0);
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#endif
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#ifdef END_SHADER
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(lightmap.x,1.5)*0.5;
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 TorchLight = (Torch_Color * TorchLM * 0.75) * TORCH_AMOUNT;
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Indirect_lighting = max(vec3(0.5,0.75,1.0) * 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ) + TorchLight;
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#endif
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#ifdef NETHER_SHADER
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vec3 AmbientLightColor = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10;
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vec3 AmbientLightColor = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 15;
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#endif
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vec3 nothing = vec3(0.0);
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Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, Torch_Color, lightmap.x, nothing, nothing, nothing);
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#ifdef END_SHADER
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), Torch_Color, lightmap.x, vec3(0.0), feetPlayerPos);
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
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#ifndef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#else
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@ -397,7 +397,7 @@ void main() {
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// #endif
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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Albedo.rgb = vec3(0.5);
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#endif
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@ -368,9 +368,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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////////////////////////////////
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vec2 lightmap = lmtexcoord.zw;
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#ifndef OVERWORLD_SHADER
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lightmap.y = 1.0;
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#endif
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vec3 Indirect_lighting = vec3(0.0);
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vec3 Direct_lighting = vec3(0.0);
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@ -437,14 +439,15 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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Direct_lighting = (lightCol.rgb/80.0) * NdotL * Shadows;
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 ambientcoefs = WS_normal / dot(abs(WS_normal), vec3(1));
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float SkylightDir = ambientcoefs.y*1.5;
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float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.25);
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// float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + viewToWorld(normal).y, 0.25) * 1.35;
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Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
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// Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
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#endif
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#ifdef NETHER_SHADER
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@ -459,19 +462,18 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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down *= pow( max(-WS_normal.y, 0), 2);
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AmbientLightColor += up + down;
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// do all ambient lighting stuff
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Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, vec3(0.0), vec3(0.0), vec3(0.0));
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#endif
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#ifdef END_SHADER
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// do all ambient lighting stuff
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Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos );
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, WS_normal, feetPlayerPos);
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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#ifdef Glass_Tint
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@ -210,19 +210,16 @@ vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715) ) );
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return noise ;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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// vec2 R2_dither(){
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// vec2 alpha = vec2(0.75487765, 0.56984026);
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// return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter), fract((1.0-alpha.x) * gl_FragCoord.x + (1.0-alpha.y) * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter));
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// }
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * (frameCounter*0.5+0.5) );
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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@ -943,48 +940,39 @@ void main() {
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/////////////////////////////////////////////////////////////////////////////////
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#ifdef OVERWORLD_SHADER
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vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1));
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float SkylightDir = ambientcoefs.y*1.5;
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if(isGrass) SkylightDir = 1.25;
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25) ;
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// #if indirect_effect == 2
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// skylight = 1.0;
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// #endif
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#if indirect_effect != 3 || indirect_effect != 4
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
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#endif
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Indirect_lighting += LightningFlashLighting;
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AmbientLightColor *= skylight;
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#endif
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#ifdef NETHER_SHADER
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AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10;
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AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
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vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10;
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vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 10;
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vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
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vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
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up *= pow( max( slopednormal.y, 0), 2);
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down *= pow( max(-slopednormal.y, 0), 2);
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AmbientLightColor += up + down;
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Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized, feetPlayerPos );
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#endif
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#ifdef END_SHADER
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Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized);
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos);
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// if(hand) Indirect_lighting = vec3(TORCH_R,TORCH_G,TORCH_B) * 0.3;
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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// Indirect_lighting += LightningFlashLighting;
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////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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@ -1034,12 +1022,13 @@ void main() {
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vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
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vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
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AO *= exp((1.0-SSAO_SSS.x) * -5.0);
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// AO *= exp((1.0-SSAO_SSS.x) * -5.0);
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AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;
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SkySSS = SSAO_SSS.y;
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Indirect_lighting *= AO;
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#endif
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// GTAO
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#if indirect_effect == 2
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vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
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@ -1052,7 +1041,7 @@ void main() {
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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if (!hand) ApplySSRT(Indirect_lighting, normal, vec3(bnoise, noise_2), viewPos, lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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#endif
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#ifdef SSS_view
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@ -1100,18 +1089,14 @@ void main() {
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#endif
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#ifdef OVERWORLD_SHADER
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Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
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// do this here so it gets underwater absorbtion.
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// Direct_lighting += Direct_SSS * DirectLightColor;
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Direct_lighting = max(Direct_lighting, Direct_SSS * DirectLightColor);
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// do these here so it gets underwater absorbtion.
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Direct_lighting = max(DirectLightColor * (NdotL * Shadows), DirectLightColor * Direct_SSS);
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#endif
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
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#ifdef Specular_Reflections
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vec2 specularNoises = vec2(noise, interleaved_gradientNoise());
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vec2 specularNoises = vec2(noise, R2_dither());
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DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
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#endif
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@ -1150,29 +1135,9 @@ void main() {
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
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}
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#endif
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// vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+150.0),lightningBoltPosition.z);
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// // vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, lightningBoltPosition.y + 60,lightningBoltPosition.z);
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// gl_FragData[0].rgb = vec3(1) * CustomPhase(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
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// float phaseorigin = 1.0 - clamp(dot(feetPlayerPos_normalized, normalize(testPos) ),0.0,1.0);
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
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// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
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// // vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz;
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// // projectedShadowPosition = mat3(Custom_ProjectionMatrix) * projectedShadowPosition + Custom_ProjectionMatrix[3].xyz;
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// vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
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// projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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// //apply distortion
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// float distortFactor = calcDistort(projectedShadowPosition.xy);
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// projectedShadowPosition.xy *= distortFactor;
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// projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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// gl_FragData[0].rgb = vec3(1);
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/* DRAWBUFFERS:3 */
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}
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}
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@ -10,6 +10,7 @@ uniform sampler2D depthtex0;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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@ -68,7 +69,11 @@ float interleaved_gradientNoise(){
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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@ -223,7 +228,13 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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void main() {
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/* DRAWBUFFERS:0 */
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@ -233,8 +244,8 @@ void main() {
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float z = texture2D(depthtex0,tc).x;
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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float noise_1 = blueNoise();
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float noise_2 = interleaved_gradientNoise();
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float noise_1 = R2_dither();
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float noise_2 = blueNoise();
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if (isEyeInWater == 0){
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@ -39,12 +39,9 @@ vec3 toScreenSpace(vec3 p) {
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return fragposition.xyz / fragposition.w;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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}
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float R2_dither2(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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@ -1,98 +1,83 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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// uniform float nightVision;
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void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
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vec3 DoAmbientLightColor(
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vec3 SkyColor,
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vec3 TorchColor,
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vec2 Lightmap
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){
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// do sky lighting.
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
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vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
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vec3 IndirectLight = max(SkyColor, MinimumLight);
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// do torch lighting.
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return IndirectLight + TorchLight;
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}
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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){
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
|
||||
TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
|
||||
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
|
||||
|
||||
|
||||
SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
|
||||
SkyLight = (SkyLight * ambient_brightness) / 30.0;
|
||||
SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
|
||||
return vec4(TorchLight, skyLM);
|
||||
}
|
||||
// #ifdef NETHER_SHADER
|
||||
// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
|
||||
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
// TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
|
||||
// Lightmap.x = 0.0;
|
||||
// Lightmap.y = 1.0;
|
||||
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
|
||||
vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
SkyColor = (SkyColor * ambient_brightness) / 30.0;
|
||||
|
||||
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
|
||||
|
||||
return SkyLight * skyLightDir + TorchLight;
|
||||
}
|
||||
|
||||
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
|
||||
|
||||
vec3 SunLight = NdotL * Shadow * SunColor;
|
||||
|
||||
return SunLight;
|
||||
}
|
||||
// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
|
||||
|
||||
#endif
|
||||
// return FogColor + TorchLight ;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
|
||||
// #ifdef END_SHADER
|
||||
// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
|
||||
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
|
||||
vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
|
||||
|
||||
return FogColor + TorchLight ;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef END_SHADER
|
||||
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
|
||||
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
|
||||
vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
TorchLight *= TORCH_AMOUNT;
|
||||
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
|
||||
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
// TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
|
||||
FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
|
||||
// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
|
||||
|
||||
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
|
||||
// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
|
||||
|
||||
vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
|
||||
// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
|
||||
|
||||
|
||||
return TorchLight + AmbientLight;// + AmbientLight + FogTint;
|
||||
}
|
||||
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
|
||||
// }
|
||||
|
||||
#endif
|
||||
// #endif
|
||||
|
||||
#ifdef FALLBACK_SHADER
|
||||
vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
|
||||
// #ifdef FALLBACK_SHADER
|
||||
// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
|
||||
|
||||
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
|
||||
vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
TorchLight *= TORCH_AMOUNT;
|
||||
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
|
||||
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
|
||||
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
|
||||
// TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
|
||||
// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
|
||||
|
||||
float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
|
||||
// vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
|
||||
vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
|
||||
// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
|
||||
// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
|
||||
// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
|
||||
|
||||
|
||||
return TorchLight + AmbientLight;// + AmbientLight + FogTint;
|
||||
}
|
||||
#endif
|
||||
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
|
||||
// }
|
||||
// #endif
|
@ -215,7 +215,18 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){
|
||||
void ApplySSRT(
|
||||
inout vec3 lighting,
|
||||
vec3 viewPos,
|
||||
vec3 normal,
|
||||
vec3 noise,
|
||||
|
||||
vec2 lightmaps,
|
||||
vec3 skylightcolor,
|
||||
vec3 torchcolor,
|
||||
|
||||
bool isGrass
|
||||
){
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
@ -225,11 +236,10 @@ void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2
|
||||
|
||||
vec3 occlusion2 = vec3(0.0);
|
||||
vec3 skycontribution2 = vec3(0.0);
|
||||
|
||||
float skyLM = 0.0;
|
||||
vec3 torchlight = vec3(0.0);
|
||||
DoRTAmbientLighting(torchcolor, lightmaps, skyLM, torchlight, skylightcolor);
|
||||
|
||||
// rgb = torch color * lightmap. a = sky lightmap.
|
||||
vec4 Lighting = RT_AmbientLight(torchcolor, lightmaps);
|
||||
skylightcolor = (skylightcolor/15.0) * Lighting.a;
|
||||
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
@ -243,15 +253,23 @@ void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2
|
||||
#endif
|
||||
|
||||
#ifdef SKY_CONTRIBUTION_IN_SSRT
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
|
||||
skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
|
||||
|
||||
skycontribution = (skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 10.0) * Lighting.a + Lighting.rgb;
|
||||
#else
|
||||
skycontribution = (skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 10.0) * Lighting.a + Lighting.rgb;
|
||||
#endif
|
||||
#else
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
|
||||
|
||||
skycontribution = skylightcolor * 2 * (max(rayDir.y,0.0)*0.9+0.1) + torchlight;
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
|
||||
#endif
|
||||
|
||||
skycontribution = skylightcolor * (max(rayDir.y,0.0)*0.9+0.1) + Lighting.rgb;
|
||||
|
||||
#if indirect_effect == 4
|
||||
skycontribution2 = skylightcolor + torchlight;
|
||||
skycontribution2 = skylightcolor + Lighting.rgb;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
@ -226,10 +226,10 @@ void DoSpecularReflections(
|
||||
// apply background reflections to the final color. make sure it does not exist based on the lightmap
|
||||
#ifdef Sky_reflection
|
||||
|
||||
#ifndef OVERWORLD_SHADER
|
||||
if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
|
||||
#else
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;
|
||||
#else
|
||||
if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
|
||||
#endif
|
||||
|
||||
// take fresnel and lightmap levels into account and write to the final color
|
||||
|
Loading…
Reference in New Issue
Block a user