mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
readd SSGI, fix spider eyes on iris, fix min light amount
all that.
This commit is contained in:
parent
2ee6634935
commit
e1c82709f0
@ -610,43 +610,6 @@ vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
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return vec3((T * H.x) + (B * H.y) + (N * H.z));
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}
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// void rtAO(inout vec3 lighting, vec3 normal, vec2 noise, vec3 fragpos, float lightmap, float inShadow){
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// int nrays = 4;
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// float occlude = 0.0;
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// float indoor = clamp(pow(lightmap,2)*2,0.0,AO_Strength);
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// for (int i = 0; i < nrays; i++){
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// int seed = (frameCounter%40000)*nrays+i;
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// vec2 ij = fract(R2_samples(seed) + noise.rg);
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// vec3 rayDir = TangentToWorld( normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0) ;
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// #ifdef HQ_SSGI
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// vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 30.); // ssr rt
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// #else
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// vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 24.); // choc sspt
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// #endif
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// // vec3 lightDir = normalize(vec3(0.2,0.8,0.2));
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// // float skyLightDir = dot(rayDir,lightDir); // the positons where the occlusion happens
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// float skyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,1.0-indoor); // the positons where the occlusion happens
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// // if (rayHit.z > 1.0) occlude += skyLightDir;
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// occlude += normalize(rayHit.z - 1.0) / (1.1-rayDir.y);
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// }
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// // occlude = mix( occlude,1, inShadow);
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// // occlude = occlude*0.5 + 0.5;
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// // lighting *= 2.5;
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// lighting *= occlude/nrays;
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// }
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void rtAO(inout vec3 lighting, vec3 normal, vec2 noise, vec3 fragpos, float lightmap, float inShadow){
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int nrays = 4;
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float occlude = 0.0;
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@ -680,53 +643,12 @@ void rtAO(inout vec3 lighting, vec3 normal, vec2 noise, vec3 fragpos, float ligh
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lighting *= mix(occlude/nrays,1.0,0) ;
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}
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// void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmap, vec3 albedo, float inShadow){
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// int nrays = RAY_COUNT;
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// vec3 intRadiance = vec3(0.0);
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// vec3 occlude = vec3(0.0);
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// lighting *= 1.50;
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// float indoor = clamp(pow(lightmap,2)*2,0.0,AO_Strength);
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// for (int i = 0; i < nrays; i++){
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// int seed = (frameCounter%40000)*nrays+i;
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// vec2 ij = fract(R2_samples(seed) + noise );
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// vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0);
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// #ifdef HQ_SSGI
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// vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 50.); // ssr rt
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// #else
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// vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
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// #endif
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// float skyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,1.0-indoor); // the positons where the occlusion happens
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// if (rayHit.z < 1.){
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// vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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// previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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// previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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// if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0)
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// intRadiance = DoContrast(texture2D(colortex5,previousPosition.xy).rgb) ;
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// else
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// intRadiance += lighting*skyLightDir; // make sure ambient light exists but at screen edges when you turn
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// }else{
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// intRadiance += lighting*skyLightDir;
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// }
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// }
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// lighting = intRadiance/nrays;
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// }
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void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmap, vec3 albedo){
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int nrays = RAY_COUNT;
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vec3 intRadiance = vec3(0.0);
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float occlusion = 0.0;
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vec3 occlude = vec3(0.0);
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// lighting *= 1.50;
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lighting *= 1.50;
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float indoor = clamp(pow(lightmap,2)*2,0.0,AO_Strength);
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for (int i = 0; i < nrays; i++){
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@ -740,33 +662,26 @@ void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightm
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#else
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vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
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#endif
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float skyLightDir = rayDir.y > 0.0 ? 0.0 : 0.0; // the positons where the occlusion happens
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// vec3 AO = lighting * (normalize(rayHit.z - 1.0) / (1.1-rayDir.y));
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if (rayHit.z < 1){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit)+ gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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float skyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,1.0-indoor); // the positons where the occlusion happens
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if (rayHit.z < 1.){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
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// intRadiance = DoContrast(texture2DLod(colortex5,previousPosition.xy,0).rgb, 55.0 ) * GI_Strength ;
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intRadiance = texture2DLod(colortex5,previousPosition.xy,0).rgb * GI_Strength ;
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}
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occlusion += 1.0;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0)
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intRadiance = 0 + texture2D(colortex5,previousPosition.xy).rgb * GI_Strength ;
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else
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intRadiance += lighting*skyLightDir; // make sure ambient light exists but at screen edges when you turn
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}else{
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intRadiance += lighting*skyLightDir;
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}
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}
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lighting = lighting * (1.0-occlusion/nrays) + intRadiance/nrays;
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lighting = intRadiance/nrays;
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}
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void SubsurfaceScattering(inout float SSS, float Scattering, float Density, float LabDenisty){
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#ifdef LabPBR_subsurface_scattering
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float labcurve = pow(LabDenisty,LabSSS_Curve);
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@ -1146,7 +1061,7 @@ void main() {
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// SSGI
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#if indirect_effect == 4
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if (!hand) rtGI(gl_FragData[0].rgb, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, newLightmap.y, albedo);
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if (!hand) rtGI(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, newLightmap.y, albedo);
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#endif
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#ifndef AO_in_sunlight
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@ -1218,8 +1133,8 @@ void main() {
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//combine all light sources
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vec3 FINAL_COLOR = Direct_lighting + Indirect_lighting;
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vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting;
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#ifdef Variable_Penumbra_Shadows
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FINAL_COLOR += SSS*DirectLightColor;
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#endif
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@ -97,12 +97,12 @@ void main() {
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vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
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#ifdef WEATHER
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain
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#endif
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#ifdef WEATHER
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain
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#endif
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#ifndef WEATHER
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gl_FragData[1].a = 0.0; // for bloomy rain
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gl_FragData[1].a = pow(1.0-TEXTURE.a,2.0); // for bloomy rain
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gl_FragData[0] = TEXTURE;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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@ -140,15 +140,6 @@ vec4 encode (vec3 n, vec2 lightmaps){
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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@ -159,6 +150,15 @@ float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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@ -419,11 +419,14 @@ void main() {
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gl_FragData[1].a = 0.0;
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#else
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float bias = Texture_MipMap_Bias - blueNoise()*0.5;
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef WORLD
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#ifdef MC_NORMAL_MAP
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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@ -439,12 +442,13 @@ void main() {
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#endif
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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#ifdef WORLD
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vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, bias);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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@ -456,17 +460,17 @@ void main() {
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#endif
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gl_FragData[2] = SpecularTex;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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#ifdef WORLD
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
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// pain in my ass
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -527,9 +531,10 @@ void main() {
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#endif
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#endif
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#ifdef WORLD
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gl_FragData[5].x = 0;
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#ifdef ENTITIES
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@ -537,4 +542,5 @@ void main() {
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#endif
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gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
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#endif
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}
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@ -151,12 +151,6 @@ void main() {
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if(mc_Entity.x == 10005) EMISSIVE = 1;
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#endif
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#ifdef SPIDEREYES
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// gl_Position.xy = gl_Position.xy * 0.9 + 0.9 * gl_Position.w - gl_Position.w;
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if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
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EMISSIVE = 1;
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#endif
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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@ -1,8 +1,60 @@
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#version 120
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// #define ENTITIES
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// #define BLOCKENTITIES
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// #define WORLD
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#define SPIDEREYES
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varying vec4 lmtexcoord;
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varying vec4 color;
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#include "gbuffers_all_solid.fsh"
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uniform sampler2D texture;
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//faster and actually more precise than pow 2.2
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// vec3 toLinear(vec3 sRGB){
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// return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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// }
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// vec3 viewToWorld(vec3 viewPosition) {
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// vec4 pos;
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// pos.xyz = viewPosition;
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// pos.w = 0.0;
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// pos = gbufferModelViewInverse * pos;
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// return pos.xyz;
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// }
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// vec3 worldToView(vec3 worldPos) {
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// vec4 pos = vec4(worldPos, 0.0);
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// pos = gbufferModelView * pos;
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// return pos.xyz;
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// }
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:18 */
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void main() {
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vec3 albedo = texture2D(texture, lmtexcoord.xy).rgb * color.rgb;
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vec4 data1 = clamp(encode(vec3(0.0), vec2(lmtexcoord.z,1)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(albedo.r,data1.x), encodeVec2(albedo.g,data1.y), encodeVec2(albedo.b,data1.z), encodeVec2(data1.w,0.75));
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gl_FragData[1].a = 0.9;
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}
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@ -1,8 +1,54 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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// #define ENTITIES
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// #define BLOCKENTITIES
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// #define WORLD
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#define SPIDEREYES
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#include "lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "gbuffers_all_solid.vsh"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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lmtexcoord.zw = lmcoord;
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color = gl_Color;
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if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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}
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@ -1,8 +1,28 @@
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#version 120
|
||||
|
||||
// #define ENTITIES
|
||||
// #define BLOCKENTITIES
|
||||
// #define WORLD
|
||||
#define SPIDEREYES
|
||||
|
||||
#include "gbuffers_all_solid.fsh"
|
||||
varying vec4 color;
|
||||
varying vec2 texcoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
//faster and actually more precise than pow 2.2
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
/* DRAWBUFFERS:18 */
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 albedo = (texture2D(texture, texcoord).rgb * color.rgb);
|
||||
|
||||
gl_FragData[0].rgb = albedo;
|
||||
|
||||
gl_FragData[1].a = 0.5;
|
||||
}
|
@ -1,8 +1,52 @@
|
||||
#version 120
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
// #define ENTITIES
|
||||
// #define BLOCKENTITIES
|
||||
// #define WORLD
|
||||
#define SPIDEREYES
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
#include "gbuffers_all_solid.vsh"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
|
||||
varying vec4 lmtexcoord;
|
||||
varying vec4 color;
|
||||
|
||||
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
||||
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.);
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = ftransform();
|
||||
|
||||
// if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
|
||||
|
||||
texcoord = (gl_MultiTexCoord0).xy;
|
||||
color = gl_Color;
|
||||
|
||||
#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
|
||||
}
|
||||
|
@ -13,8 +13,8 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
|
||||
TorchLight = exp(TorchLight * 30) - 1.0;
|
||||
|
||||
|
||||
// vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
|
||||
vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0),0.0) ;
|
||||
vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
|
||||
// vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0),0.0) ;
|
||||
|
||||
|
||||
return SkyLight * skyLightDir + TorchLight;
|
||||
|
@ -70,38 +70,35 @@ vec2 R2_samples_spec(int n){
|
||||
|
||||
vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
|
||||
|
||||
vec3 clipPosition = toClipSpace3(position);
|
||||
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ? (-near -position.z) / dir.z : far*sqrt(3.);
|
||||
vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
|
||||
direction.xy = normalize(direction.xy);
|
||||
vec3 clipPosition = toClipSpace3(position);
|
||||
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
|
||||
(-near -position.z) / dir.z : far*sqrt(3.);
|
||||
vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
|
||||
direction.xy = normalize(direction.xy);
|
||||
|
||||
//get at which length the ray intersects with the edge of the screen
|
||||
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
|
||||
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
|
||||
//get at which length the ray intersects with the edge of the screen
|
||||
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
|
||||
float mult = maxLengths.y;
|
||||
|
||||
vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0) * dither;
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
|
||||
|
||||
vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
|
||||
|
||||
float minZ = clipPosition.z+stepv.z;
|
||||
float maxZ = spos.z+stepv.z;
|
||||
spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
|
||||
|
||||
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
|
||||
for (int i = 0; i <= int(quality); i++) {
|
||||
float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
|
||||
|
||||
float sp = texelFetch2D(depthtex1,ivec2(spos.xy/texelSize),0).r;
|
||||
for(int i = 0; i < int(quality); i++){
|
||||
spos += stepv;
|
||||
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
|
||||
float currZ = linZ(spos.z);
|
||||
|
||||
|
||||
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
|
||||
spos += stepv;
|
||||
//small bias
|
||||
minZ = maxZ-(0.0001/dist)/ld(spos.z);
|
||||
maxZ += stepv.z;
|
||||
}
|
||||
|
||||
return vec3(1.1);
|
||||
if( sp < currZ) {
|
||||
float dist = abs(sp-currZ)/currZ;
|
||||
if (abs(dist) < biasdist*0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
|
||||
}
|
||||
spos += stepv;
|
||||
}
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool hand, inout float reflectLength){
|
||||
|
@ -11,7 +11,7 @@ dynamicHandLight=true
|
||||
program.composite4.enabled=TAA_UPSCALING
|
||||
|
||||
#Get the correct alpha value : S_A*(1-DST_A)+DST_A
|
||||
blend.gbuffers_terrain = off
|
||||
|
||||
blend.gbuffers_textured= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
blend.gbuffers_armor_glint= SRC_ALPHA ZERO ONE_MINUS_DST_ALPHA ONE
|
||||
blend.gbuffers_textured_lit= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
@ -19,6 +19,7 @@ blend.gbuffers_weather= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
|
||||
blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
|
||||
|
||||
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
blend.gbuffers_hand_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
|
Loading…
Reference in New Issue
Block a user