mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
turn culling back on (oopsi doopsi). fix up shaders.properties so DH stuff toggle correct.
This commit is contained in:
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a80ee1b12e
commit
f2a04b61e5
@ -359,8 +359,9 @@ void main() {
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material = 0.0;
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}
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// gl_FragData[0] = vec4(ld(texture2D(depthtex0, gl_FragCoord.xy*texelSize).x) * vec3(1.0), 1.0);
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// if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#endif
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gl_FragData[1] = vec4(Albedo, material);
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}
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@ -625,7 +625,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[1] = vec4(Albedo, iswater);
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#endif
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// if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
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#endif
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gl_FragData[3].a = max(lmtexcoord.w*blueNoise()*0.05 + lmtexcoord.w,0.0);
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}
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@ -14,6 +14,7 @@ const bool colortex5MipmapEnabled = true;
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flat varying vec4 lightCol;
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uniform sampler2D colortex14;
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#if Sun_specular_Strength != 0
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#define LIGHTSOURCE_REFLECTION
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#endif
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@ -81,6 +82,7 @@ uniform vec3 previousCameraPosition;
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// uniform float far;
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uniform float near;
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uniform float farPlane;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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@ -436,15 +438,6 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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}
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#endif
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void Emission(
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inout vec3 Lighting,
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vec3 Albedo,
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float Emission
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){
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// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
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}
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vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, bool isSSS){
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float steps = 16.0;
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@ -521,32 +514,31 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
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scatter *= labcurve;
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// PHASE TIME
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// scatter *= 0.5 + CustomPhase(lightPos) * 13.0; // ~20x brighter at the peak
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// scatter *= 1.0 + CustomPhase(lightPos) * 12.6; // ~20x brighter at the peak
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// scatter *= 0.5 + CustomPhase(lightPos)*6.35; // ~10x brighter at the peak
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scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
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return scatter;
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}
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vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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vec3 absorbed = max(1.0 - albedo,0.0);
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// vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15))) * (1.0 - Scattering);
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// vec3 scatter = exp(-5 * Scattering)*vec3(1);
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vec3 scatter = exp((Scattering*Scattering) * absorbed * -5.0) * sqrt(1.0 - Scattering);
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// scatter *= pow(Density,LabSSS_Curve);
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scatter *= clamp(1 - exp(Density * -10),0,1);
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return scatter;
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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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float Emission
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){
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// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
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}
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#include "/lib/indirect_lighting_effects.glsl"
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#include "/lib/PhotonGTAO.glsl"
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vec4 renderInfiniteWaterPlane(
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@ -580,52 +572,6 @@ vec4 renderInfiniteWaterPlane(
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return vec4(color, total_extinction);
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}
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// uniform float viewWidth;
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// uniform float viewHeight;
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// uniform sampler2D depthtex0;
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// uniform sampler2D dhDepthTex;
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// uniform mat4 gbufferProjectionInverse;
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// uniform mat4 dhProjectionInverse;
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vec3 getViewPos() {
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ivec2 uv = ivec2(gl_FragCoord.xy);
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vec2 viewSize = vec2(viewWidth, viewHeight);
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vec2 texcoord = gl_FragCoord.xy / viewSize;
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vec4 viewPos = vec4(0.0);
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float depth = texelFetch(depthtex0, uv, 0).r;
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if (depth < 1.0) {
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vec4 ndcPos = vec4(texcoord, depth, 1.0) * 2.0 - 1.0;
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viewPos = gbufferProjectionInverse * ndcPos;
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viewPos.xyz /= viewPos.w;
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}
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else {
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depth = texelFetch(dhDepthTex, ivec2(gl_FragCoord.xy), 0).r;
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vec4 ndcPos = vec4(texcoord, depth, 1.0) * 2.0 - 1.0;
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viewPos = dhProjectionInverse * ndcPos;
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viewPos.xyz /= viewPos.w;
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}
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return viewPos.xyz;
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}
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vec3 DH_viewSpacePos(vec2 texcoord, float depth) {
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vec4 ndcPos = vec4(texcoord, depth, 1.0) * 2.0 - 1.0;
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vec4 viewPos = dhProjectionInverse * ndcPos;
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return viewPos.xyz /= viewPos.w;
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}
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void main() {
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vec3 DEBUG = vec3(1.0);
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@ -641,27 +587,27 @@ void main() {
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float z0 = texture2D(depthtex0,texcoord).x;
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float z = texture2D(depthtex1,texcoord).x;
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float swappedDepth = z;
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bool isDHrange = z >= 1.0;
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#ifdef DISTANT_HORIZONS
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float DH_depth0 = texture2D(dhDepthTex,texcoord).x;
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float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
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float mixedDepth = z;
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float depthOpaque = z;
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float depthOpaqueL = linearizeDepthFast(depthOpaque, near, farPlane);
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float _near = near;
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float _far = far*4.0;
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#ifdef DISTANT_HORIZONS
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float dhDepthOpaque = DH_depth1;
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float dhDepthOpaqueL = linearizeDepthFast(dhDepthOpaque, dhNearPlane, dhFarPlane);
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if (mixedDepth >= 1.0) {
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mixedDepth = DH_depth1;
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_near = dhNearPlane;
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_far = dhFarPlane;
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if (depthOpaque >= 1.0 || (dhDepthOpaqueL < depthOpaqueL && dhDepthOpaque > 0.0)){
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depthOpaque = dhDepthOpaque;
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depthOpaqueL = dhDepthOpaqueL;
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}
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mixedDepth = linearizeDepthFast(mixedDepth, _near, _far);
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mixedDepth = mixedDepth / dhFarPlane;
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#endif
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swappedDepth = DH_inv_ld(mixedDepth);
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if(swappedDepth >= 0.999999) swappedDepth = 1.0;
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swappedDepth = depthOpaque;
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#else
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float DH_depth0 = 0.0;
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float DH_depth1 = 0.0;
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@ -852,13 +798,13 @@ void main() {
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#ifdef OVERWORLD_SHADER
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NdotL = clamp((-15 + dot(slopednormal, WsunVec)*255.0) / 240.0 ,0.0,1.0);
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// float shadowNDOTL = NdotL;
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// #ifndef Variable_Penumbra_Shadows
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// shadowNDOTL += LabSSS;
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// #endif
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float shadowNDOTL = NdotL;
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#ifndef Variable_Penumbra_Shadows
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shadowNDOTL += LabSSS;
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#endif
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// if(shadowNDOTL > 0.001){
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if(shadowNDOTL > 0.001){
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mat4 DH_shadowProjection = DH_shadowProjectionTweak(shadowProjection);
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@ -905,7 +851,7 @@ void main() {
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#ifdef OLD_LIGHTLEAK_FIX
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if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
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#endif
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// }
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}
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////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// SUN SSS ////////////////////////////////
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@ -115,12 +115,15 @@ const float ambientOcclusionLevel = 1.0; // this controls vanilla minecrafts amb
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// ----- SHADOW RELATED SETTINGS ----- //
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/////////////////////////////////////////
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const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 ]
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const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192 16384]
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const float shadowDistance = 128.0; // [64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 384.0 400.0 416.0 432.0 448.0 464.0 480.0 496.0 512.0 800.0 1000.0 2000.0 3000.0]
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const float shadowDistanceRenderMul = 1.0; // [-1.0 1.0]
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const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0]
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#define RENDER_ENTITY_SHADOWS
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#define SCREENSPACE_CONTACT_SHADOWS
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@ -137,7 +140,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
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#define Stochastic_Transparent_Shadows
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//#define SHADOW_FRUSTRUM_CULLING
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const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 ]
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@ -534,6 +537,10 @@ uniform int moonPhase;
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// #define DISTANT_HORIZONS_SHADOWMAP
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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#undef DISTORT_SHADOWMAP
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const float shadowNearPlane = -1.0;
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const float shadowFarPlane = -1.0;
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#endif
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// #define DH_SHADOWPROJECTIONTWEAK
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@ -545,7 +552,8 @@ uniform int moonPhase;
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#define debug_INDIRECT 4
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#define debug_DIRECT 5
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#define debug_VIEW_POSITION 6
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#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION]
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#define debug_DH_WATER_BLENDING 7
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#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING]
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// #define BLOOMY_PARTICLES
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// #define ORIGINAL_CHOCAPIC_SKY
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@ -1,13 +1,12 @@
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#shaders/shaders.properties
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#Minecraft Settings
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frustum.culling=false
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shadow.culling =false
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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#endif
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clouds=off
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stars=false
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vignette=false
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underwaterOverlay=false
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dynamicHandLight=true
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oldLighting=false
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separateAo = true
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rain.depth = false
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beacon.beam.depth = true
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#if RESOURCEPACK_SKY == 2
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sun=true
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@ -17,22 +16,12 @@ shadow.culling =false
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moon=false
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#endif
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clouds=off
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stars=false
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vignette=false
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underwaterOverlay=false
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dynamicHandLight=true
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oldLighting=false
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separateAo = true
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# particles.before.deferred = true
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rain.depth = false
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beacon.beam.depth = true
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program.composite4.enabled = TAA_UPSCALING
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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#endif
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#if defined TRANSLUCENT_ENTITIES && defined IS_IRIS
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separateEntityDraws = true
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@ -49,6 +38,7 @@ program.composite4.enabled = TAA_UPSCALING
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#endif
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#if defined DISTANT_HORIZONS && defined IS_IRIS
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#if defined DISTANT_HORIZONS_SHADOWMAP
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dhShadow.enabled = true
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#else
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@ -58,7 +48,6 @@ program.composite4.enabled = TAA_UPSCALING
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program.dh_terrain.enabled = true
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program.dh_water.enabled = true
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blend.dh_shadow = off
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blend.dh_terrain = off
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blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#else
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@ -67,6 +56,7 @@ program.composite4.enabled = TAA_UPSCALING
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program.dh_water.enabled = false
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#endif
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program.composite4.enabled = TAA_UPSCALING
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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