mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
add RTAO and SSGI in the nether and end
This commit is contained in:
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21e20c2d7a
commit
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@ -169,7 +169,7 @@ float triangularize(float dither)
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy;
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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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@ -177,13 +177,13 @@ float interleaved_gradientNoise(){
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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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return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * (frameCounter%40000)), 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%40000) );
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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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return texelFetch2D(colortex6, ivec2(coord)%512, 0) ;
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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@ -590,7 +590,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
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#else
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if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
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skycontribution = (skylightcolor * skyLM) * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight;
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skycontribution = skylightcolor * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight;
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#endif
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if (rayHit.z < 1.){
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@ -601,9 +601,10 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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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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radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
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} else {
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}else{
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radiance += skycontribution;
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}
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#else
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radiance += skycontribution;
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#endif
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@ -615,11 +616,9 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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}
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}
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// #ifdef SKY_CONTRIBUTION_IN_SSRT
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occlusion *= AO_Strength;
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// #endif
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occlusion *= AO_Strength;
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lighting = max(radiance - occlusion,0.0)/nrays;
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lighting = max(radiance/nrays - occlusion/nrays, 0.0);
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}
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@ -765,7 +764,9 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
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return Shape * pow(clamp(dot(sunNormal,LightDir)/5,0.0,1.5),5) * Color + clamp(Shape * 4.0 * pow(shape2/200,2.0),0.0,1.0)*0.004;
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}
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vec3 applyContrast(vec3 color, float contrast){
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return (color - 0.5) * contrast + 0.5;
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}
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#include "/lib/PhotonGTAO.glsl"
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@ -1235,6 +1236,8 @@ void main() {
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if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
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}
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#if DOF_QUALITY == 5
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vec3 laserColor;
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#if FOCUS_LASER_COLOR == 0 // Red
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@ -57,8 +57,10 @@ void main() {
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gl_Position = ftransform();
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// if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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// averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(1,37),0).rgb;;
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// sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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@ -125,6 +125,9 @@ gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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const float pi = 3.141592653589793238462643383279502884197169;
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//Sky gradient (no clouds)
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@ -163,7 +166,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), averageSkyCol);
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if(viewVector.y < -0.025) VL_Fog.rgb *= clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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sky = sky*VL_Fog.a + VL_Fog.rgb*20;
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gl_FragData[0] = vec4(sky,1.0);
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@ -173,7 +176,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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float flashtiming = pow(clamp((0.01-lightningFlash)*100,0,1),25);
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float flashtiming = pow(clamp((0.01-lightningFlash)*100,0,1),25);
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gl_FragData[0].rgb = clamp(mix(temp,curr, 0.07 * flashtiming),0.0,65000.);
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@ -2,6 +2,19 @@
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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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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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TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
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SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyLight = (SkyLight * ambient_brightness) / 10.0;
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SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
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}
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//// OVERWORLD ////
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#ifdef OVERWORLD
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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@ -18,20 +31,8 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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return SkyLight * skyLightDir + TorchLight;
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return SkyLight * skyLightDir + TorchLight;
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}
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void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
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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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TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
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SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyLight = max((SkyLight * ambient_brightness) / 10.0, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
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}
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vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
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// vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor;
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@ -101,21 +101,25 @@ float triangularize(float dither)
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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// float interleaved_gradientNoise(float temp){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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// }
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// float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy;
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// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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// return noise;
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// }
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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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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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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}
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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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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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vec3 exponent = floor(log2(color));
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@ -141,22 +145,6 @@ vec2 decodeVec2(float a){
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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// float linZ(float depth) {
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// return (2.0 * near) / (far + near - depth * (far - near));
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// // l = (2*n)/(f+n-d(f-n))
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// // f+n-d(f-n) = 2n/l
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// // -d(f-n) = ((2n/l)-f-n)
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// // d = -((2n/l)-f-n)/(f-n)
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// }
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// float invLinZ (float lindepth){
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// return -((2.0*near/lindepth)-far-near)/(far-near);
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// }
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// vec3 toClipSpace3(vec3 viewSpacePosition) {
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// return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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// }
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@ -181,13 +169,7 @@ vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,
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return vec3(sampled.x,sampled.yz/sampled.w);
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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);
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}
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float R2_dither(){
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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);
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}
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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@ -307,10 +289,6 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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inColor += vL;
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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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}
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void Emission(
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inout vec3 Lighting,
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vec3 Albedo,
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@ -383,6 +361,81 @@ void ScreenSpace_SSS(inout float sss, vec3 fragpos, vec2 noise, vec3 normal){
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vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = maxLengths.y;
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0) * dither;
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
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for(int i = 0; i < int(quality); i++){
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spos += stepv;
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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float currZ = linZ(spos.z);
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if( sp < currZ) {
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float dist = abs(sp-currZ)/currZ;
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if (abs(dist) < biasdist*0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
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}
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spos += stepv;
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}
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return vec3(1.1);
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}
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vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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float stepSize = stepsizes / dist;
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int maxSteps = STEPS;
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ?
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(-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;
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vec3 end = toClipSpace3(position+dir*rayLength) ;
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vec3 direction = end-clipPosition ; //convert to clip space
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float len = max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y)/stepSize;
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z)*2000.0;
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vec3 stepv = direction/len;
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int iterations = min(int(min(len, mult*len)-2), maxSteps);
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//Do one iteration for closest texel (good contact shadows)
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
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spos += stepv/(stepSize/2);
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float distancered = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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for(int i = 0; i < iterations; i++){
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if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
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spos += stepv*noise;
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0);
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float currZ = linZ(spos.z);
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if( sp < currZ) {
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float dist = abs(sp-currZ)/currZ;
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if (dist <= 0.1) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
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}
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}
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return vec3(1.1);
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}
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vec3 cosineHemisphereSample(vec2 Xi, float roughness){
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float r = sqrt(Xi.x);
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float theta = 2.0 * 3.14159265359 * Xi.y;
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@ -392,6 +445,7 @@ vec3 cosineHemisphereSample(vec2 Xi, float roughness){
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return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
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}
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vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 T = normalize(cross(UpVector, N));
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@ -399,7 +453,59 @@ 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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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 ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmaps, vec3 torchcolor){
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
vec3 occlusion = vec3(0.0);
|
||||
vec3 skycontribution = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
vec2 ij = fract(R2_samples(seed) + noise );
|
||||
|
||||
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0);
|
||||
|
||||
#ifdef HQ_SSGI
|
||||
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 50.); // ssr rt
|
||||
#else
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
|
||||
#endif
|
||||
|
||||
skycontribution = lighting;
|
||||
|
||||
if (rayHit.z < 1.){
|
||||
|
||||
#if indirect_effect == 4
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
|
||||
radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
|
||||
}else{
|
||||
radiance += skycontribution;
|
||||
}
|
||||
|
||||
#else
|
||||
radiance += skycontribution;
|
||||
#endif
|
||||
|
||||
occlusion += skycontribution * GI_Strength;
|
||||
|
||||
} else {
|
||||
radiance += skycontribution;
|
||||
}
|
||||
}
|
||||
|
||||
occlusion *= AO_Strength;
|
||||
|
||||
lighting = max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
}
|
||||
void main() {
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
@ -481,9 +587,21 @@ void main() {
|
||||
// do all ambient lighting stuff
|
||||
vec3 Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3, p3 );
|
||||
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
|
||||
if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * AO;
|
||||
#if indirect_effect == 0
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= AO;
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 1
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * AO;
|
||||
#endif
|
||||
|
||||
// RTAO and/or SSGI
|
||||
#if indirect_effect == 3 || indirect_effect == 4
|
||||
if (!hand) ApplySSRT(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, lightmap.x,vec3(TORCH_R,TORCH_G,TORCH_B));
|
||||
#endif
|
||||
|
||||
// finalize
|
||||
gl_FragData[0].rgb = Indirect_lighting * albedo;
|
||||
|
@ -102,21 +102,7 @@ float triangularize(float dither)
|
||||
dither = center*inversesqrt(abs(center));
|
||||
return clamp(dither-fsign(center),0.0,1.0);
|
||||
}
|
||||
// float interleaved_gradientNoise(float temp){
|
||||
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
|
||||
// }
|
||||
// float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
||||
// return noise;
|
||||
// }
|
||||
float interleaved_gradientNoise(){
|
||||
vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 fp10Dither(vec3 color,float dither){
|
||||
const vec3 mantissaBits = vec3(6.,6.,5.);
|
||||
vec3 exponent = floor(log2(color));
|
||||
@ -182,12 +168,23 @@ vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,
|
||||
|
||||
return vec3(sampled.x,sampled.yz/sampled.w);
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy + frameTimeCounter;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
float R2_dither(){
|
||||
|
||||
vec2 R2_dither(){
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y);
|
||||
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));
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * (frameCounter*0.5+0.5) );
|
||||
}
|
||||
vec4 blueNoise(vec2 coord){
|
||||
return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
|
||||
}
|
||||
vec3 toShadowSpaceProjected(vec3 p3){
|
||||
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
|
||||
@ -308,10 +305,6 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
inColor += vL;
|
||||
}
|
||||
|
||||
vec4 blueNoise(vec2 coord){
|
||||
return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
|
||||
}
|
||||
|
||||
void Emission(
|
||||
inout vec3 Lighting,
|
||||
vec3 Albedo,
|
||||
@ -348,6 +341,156 @@ float rayTraceShadow(vec3 dir,vec3 position,float dither){
|
||||
}
|
||||
|
||||
|
||||
|
||||
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);
|
||||
|
||||
//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) ;
|
||||
|
||||
spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
|
||||
|
||||
float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
|
||||
|
||||
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 < 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 RT(vec3 dir, vec3 position, float noise, float stepsizes){
|
||||
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
|
||||
|
||||
float stepSize = stepsizes / dist;
|
||||
int maxSteps = STEPS;
|
||||
vec3 clipPosition = toClipSpace3(position);
|
||||
float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ?
|
||||
(-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;
|
||||
vec3 end = toClipSpace3(position+dir*rayLength) ;
|
||||
vec3 direction = end-clipPosition ; //convert to clip space
|
||||
|
||||
float len = max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y)/stepSize;
|
||||
//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)*2000.0;
|
||||
|
||||
vec3 stepv = direction/len;
|
||||
|
||||
int iterations = min(int(min(len, mult*len)-2), maxSteps);
|
||||
|
||||
//Do one iteration for closest texel (good contact shadows)
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
|
||||
spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
|
||||
spos += stepv/(stepSize/2);
|
||||
|
||||
float distancered = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
|
||||
|
||||
for(int i = 0; i < iterations; i++){
|
||||
if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
|
||||
spos += stepv*noise;
|
||||
|
||||
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0);
|
||||
float currZ = linZ(spos.z);
|
||||
|
||||
if( sp < currZ) {
|
||||
float dist = abs(sp-currZ)/currZ;
|
||||
if (dist <= 0.1) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
|
||||
}
|
||||
}
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
vec3 cosineHemisphereSample(vec2 Xi, float roughness){
|
||||
float r = sqrt(Xi.x);
|
||||
float theta = 2.0 * 3.14159265359 * Xi.y;
|
||||
|
||||
float x = r * cos(theta);
|
||||
float y = r * sin(theta);
|
||||
|
||||
return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
|
||||
}
|
||||
|
||||
vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 T = normalize(cross(UpVector, N));
|
||||
vec3 B = cross(N, T);
|
||||
|
||||
return vec3((T * H.x) + (B * H.y) + (N * H.z));
|
||||
}
|
||||
vec2 R2_samples(int n){
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha * n);
|
||||
}
|
||||
|
||||
void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmaps, vec3 torchcolor){
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
vec3 occlusion = vec3(0.0);
|
||||
vec3 skycontribution = vec3(0.0);
|
||||
|
||||
// float skyLM = 0.0;
|
||||
// vec3 torchlight = vec3(0.0);
|
||||
// vec3 blank = vec3(0.0);
|
||||
// DoRTAmbientLighting(torchcolor, vec2(lightmaps,1.0), skyLM, torchlight, blank);
|
||||
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
vec2 ij = fract(R2_samples(seed) + noise );
|
||||
|
||||
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0);
|
||||
|
||||
#ifdef HQ_SSGI
|
||||
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 50.); // ssr rt
|
||||
#else
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
|
||||
#endif
|
||||
|
||||
skycontribution = lighting;
|
||||
|
||||
if (rayHit.z < 1.){
|
||||
|
||||
#if indirect_effect == 4
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
|
||||
radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
|
||||
}else{
|
||||
radiance += skycontribution;
|
||||
}
|
||||
#else
|
||||
radiance += skycontribution;
|
||||
#endif
|
||||
|
||||
occlusion += skycontribution * GI_Strength;
|
||||
|
||||
} else {
|
||||
radiance += skycontribution;
|
||||
}
|
||||
}
|
||||
|
||||
occlusion *= AO_Strength;
|
||||
|
||||
lighting = max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
}
|
||||
void main() {
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
@ -415,7 +558,6 @@ void main() {
|
||||
p3 += gbufferModelViewInverse[3].xyz;
|
||||
|
||||
// do all ambient lighting stuff
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
vec3 Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3);
|
||||
|
||||
vec3 LightColor = LightSourceColor(clamp(sqrt(length(p3+cameraPosition) / 150.0 - 1.0) ,0.0,1.0));
|
||||
@ -442,6 +584,22 @@ void main() {
|
||||
// if(!hand) LightSource *= RT_Shadows*RT_Shadows;
|
||||
|
||||
|
||||
|
||||
#if indirect_effect == 0
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= AO;
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 1
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * AO;
|
||||
#endif
|
||||
|
||||
// RTAO and/or SSGI
|
||||
#if indirect_effect == 3 || indirect_effect == 4
|
||||
if (!hand) ApplySSRT(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, lightmap.x,vec3(TORCH_R,TORCH_G,TORCH_B));
|
||||
#endif
|
||||
|
||||
// finalize
|
||||
gl_FragData[0].rgb = (Indirect_lighting + LightSource) * albedo;
|
||||
|
||||
@ -454,7 +612,7 @@ void main() {
|
||||
DoSpecularReflections(gl_FragData[0].rgb, fragpos, np3, vec3(0.0), specNoise, normal, SpecularTex.r, SpecularTex.g, albedo, vec3(0.0), 1.0, hand);
|
||||
#endif
|
||||
|
||||
if(!hand) gl_FragData[0].rgb *= ssao(fragpos,noise,FlatNormals) * AO;
|
||||
|
||||
|
||||
Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user