mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix blocklight and ambient light interactions with rtao/ssgi/gtao. fix atmosphere haze self absorbance. fix cloud lighting during nausea. fix the issue were floodfill handheld lights cannot be toggled off. fix hardocded emission writing to the wrong buffer. fix lighting on translucents/particles in the end/nether
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@ -113,14 +113,14 @@ void main() {
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}
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#endif
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vec3 normals = viewToWorld(normals_and_materials.xyz);
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vec3 normals = (normals_and_materials.xyz);
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float materials = normals_and_materials.a;
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vec2 PackLightmaps = lightmapCoords;
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// PackLightmaps.y *= 1.05;
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PackLightmaps = min(max(PackLightmaps,0.0)*1.05,1.0);
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vec4 data1 = clamp( encode(normals.xyz, PackLightmaps), 0.0, 1.0);
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vec4 data1 = clamp( encode(normals, PackLightmaps), 0.0, 1.0);
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// alpha is material masks, set it to 0.65 to make a DH LODs mask.
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vec4 Albedo = vec4(gcolor.rgb, 1.0);
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@ -425,32 +425,34 @@ void main() {
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#endif
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AmbientLightColor = averageSkyCol_Clouds / 30.0;
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#ifdef IS_IRIS
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AmbientLightColor *= 2.5;
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#else
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AmbientLightColor *= 0.5;
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#endif
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Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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AmbientLightColor = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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Indirect_lighting = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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#endif
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#ifdef END_SHADER
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AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5;
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Indirect_lighting = vec3(0.3,0.6,1.0) * 0.5;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 lpvPos = GetLpvPosition(feetPlayerPos);
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0);
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@ -503,7 +503,7 @@ void main() {
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#if EMISSIVE_TYPE == 2
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gl_FragData[1].a = SpecularTex.a;
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if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE;
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if(SpecularTex.a <= 0.0) gl_FragData[1].a = EMISSIVE;
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#endif
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#if EMISSIVE_TYPE == 3
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@ -526,13 +526,6 @@ void main() {
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#if SSS_TYPE == 3
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gl_FragData[1].b = SpecularTex.b;
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#endif
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// #ifndef ENTITIES
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// if(PORTAL > 0){
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// gl_FragData[2].rgb = vec3(0);
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// gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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// }
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// #endif
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#endif
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// hit glow effect...
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@ -629,19 +629,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.2);
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AmbientLightColor *= skylight;
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Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 15.0;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
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// up *= pow( max( worldSpaceNormal.y, 0), 2);
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// down *= pow( max(-worldSpaceNormal.y, 0), 2);
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// AmbientLightColor += up + down;
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vec3 AmbientLightColor = vec3(0.1);
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Indirect_lighting = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 30.0 ;
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#endif
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#ifdef END_SHADER
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@ -658,14 +651,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
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// vec3 AmbientLightColor = vec3(0.5,0.75,1.0) * 0.9 + 0.1;
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// AmbientLightColor *= clamp(1.5 + dot(worldSpaceNormal, normalize(feetPlayerPos))*0.5,0,2);
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vec3 AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5;
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AmbientLightColor = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
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Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 normalOffset = vec3(0.0);
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@ -684,7 +675,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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@ -440,7 +440,7 @@ void main() {
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vec3 FlatNormals = texture2D(colortex15,texcoord).rgb * 2.0 - 1.0;
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if(z >= 1.0){
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FlatNormals = worldToView(normal);
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FlatNormals = normal;
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}
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vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
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@ -6,9 +6,13 @@ flat varying vec3 WsunVec;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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uniform float sunElevation;
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uniform vec3 sunPosition;
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uniform mat4 gbufferModelViewInverse;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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@ -809,8 +809,9 @@ void main() {
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normalAndAO.a = clamp(pow(normalAndAO.a*5,4),0,1);
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if(isDHrange){
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FlatNormals = normal;
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normal = viewToWorld(normal);
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slopednormal = normal;
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FlatNormals = worldToView(normal);
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}
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@ -899,6 +900,8 @@ void main() {
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bool inShadowmapBounds = false;
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#endif
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MinimumLightColor = MinimumLightColor + 0.7 * MinimumLightColor * dot(slopednormal, feetPlayerPos_normalized);
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////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// FILTER STUFF //////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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@ -1023,7 +1026,7 @@ void main() {
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Shadows = ComputeShadowMap(projectedShadowPosition, distortFactor, noise_2, filteredShadow.x, flatNormNdotL, shadowMapFalloff, DirectLightColor, ShadowAlpha, LabSSS > 0.0);
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// transition to fallback lightmap shadow mask.
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Shadows = mix(isWater ? 1.0 : LM_shadowMapFallback, Shadows, shadowMapFalloff);
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Shadows = mix(isWater ? lightLeakFix : LM_shadowMapFallback, Shadows, shadowMapFalloff);
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#ifdef OLD_LIGHTLEAK_FIX
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if (isEyeInWater == 0) Shadows *= lightLeakFix; // light leak fix
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@ -1080,22 +1083,22 @@ void main() {
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///////////////////////////// INDIRECT LIGHTING /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////
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#if defined OVERWORLD_SHADER && (indirect_effect == 0 || indirect_effect == 1)
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#if defined OVERWORLD_SHADER
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Indirect_lighting = AmbientLightColor;
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float allDirections = dot(abs(slopednormal),vec3(1.0));
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vec3 ambientcoefs = slopednormal / allDirections;
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float SkylightDir = ambientcoefs.y*1.5;
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float skylight = 1.0;
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#if indirect_effect != 2
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float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y*1.5;
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if(isGrass) SkylightDir = 1.5;
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8*0) ;
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skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8);
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#if indirect_effect == 1
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skylight = min(skylight, mix(0.95, 2.5, pow(1-pow(1-SSAO_SSS.x, 0.5),2.0) ));
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#endif
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#endif
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Indirect_lighting *= skylight;
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Indirect_lighting = doIndirectLighting(AmbientLightColor * skylight, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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@ -1113,27 +1116,6 @@ void main() {
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Indirect_lighting = Indirect_lighting + 0.7*mix(-Indirect_lighting, Indirect_lighting * dot(slopednormal, feetPlayerPos_normalized), clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
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#endif
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#ifdef IS_LPV_ENABLED
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vec3 normalOffset = vec3(0.0);
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if (any(greaterThan(abs(FlatNormals), vec3(1.0e-6))))
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normalOffset = 0.5*viewToWorld(FlatNormals);
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#if LPV_NORMAL_STRENGTH > 0
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vec3 texNormalOffset = -normalOffset + slopednormal;
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normalOffset = mix(normalOffset, texNormalOffset, (LPV_NORMAL_STRENGTH*0.01));
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#endif
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vec3 lpvPos = GetLpvPosition(feetPlayerPos) + normalOffset;
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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// little highlight effect just to make caves look a little less flat.
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MinimumLightColor = MinimumLightColor + MinimumLightColor*dot(feetPlayerPos_normalized, slopednormal)*0.7;
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B) , lightmap.xy, exposure);
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#ifdef OVERWORLD_SHADER
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Indirect_lighting += LightningFlashLighting;
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#endif
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@ -1166,29 +1148,56 @@ void main() {
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Indirect_lighting *= AO;
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#endif
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// GTAO
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// GTAO... this is so dumb but whatevverrr
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#if indirect_effect == 2
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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Indirect_lighting = AmbientLightColor/2.5;
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float GTAO = !hand ? ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z), viewPos, worldToView(slopednormal), r2) : 1.0;
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AO = vec3(min(vanillaAO_curve,GTAO));
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AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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vec3 IndirectColor = Indirect_lighting;
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Indirect_lighting *= AO;
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float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y*1.5;
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if(isGrass) SkylightDir = 1.5;
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skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8);
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skylight = min(skylight, mix(0.95, 2.5, pow(1-pow(1-GTAO, 0.5),2.0) ));
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IndirectColor *= skylight;
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Indirect_lighting = doIndirectLighting(IndirectColor, lightmap.y) * AO;
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#endif
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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// Indirect_lighting = AmbientLightColor;
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ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), feetPlayerPos, lpvPos, exposure, lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
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if(!hand) Indirect_lighting = ApplySSRT(viewPos, normal, vec3(bnoise, noise_2), AmbientLightColor, MinimumLightColor, lightmap.y, isGrass, isDHrange);
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#endif
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#if defined END_SHADER
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Direct_lighting *= AO;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 normalOffset = vec3(0.0);
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if (any(greaterThan(abs(FlatNormals), vec3(1.0e-6))))
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normalOffset = 0.5*viewToWorld(FlatNormals);
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#if LPV_NORMAL_STRENGTH > 0
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vec3 texNormalOffset = -normalOffset + slopednormal;
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normalOffset = mix(normalOffset, texNormalOffset, (LPV_NORMAL_STRENGTH*0.01));
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#endif
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vec3 lpvPos = GetLpvPosition(feetPlayerPos) + normalOffset;
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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////////////////////////////////////////////////////////////////////////////////
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///////////////////////// SUB SURFACE SCATTERING ////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -1237,9 +1246,8 @@ void main() {
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Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), SSS_shadow, shadowMapFalloff2);
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// Direct_SSS = vec3(1.0);
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if (isEyeInWater == 0) Direct_SSS *= lightLeakFix;
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Direct_SSS *= lightLeakFix;
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#ifndef SCREENSPACE_CONTACT_SHADOWS
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Direct_SSS = mix(vec3(0.0), Direct_SSS, shadowMapFalloff2);
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@ -1298,7 +1306,7 @@ void main() {
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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if(swappedDepth >= 1.0) Direct_lighting = vec3(1.0);
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gl_FragData[0].rgb = normalize(worldToView(normal));
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gl_FragData[0].rgb = normal ;
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#endif
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#if DEBUG_VIEW == debug_SPECULAR
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if(swappedDepth >= 1.0) Direct_lighting = vec3(1.0);
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@ -70,6 +70,8 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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return (near * far) / (depth * (near - far) + far);
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}
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#define IS_LPV_ENABLED
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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flat varying float exposure;
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@ -148,7 +148,7 @@ void main() {
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// maximum control of color and luminance
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// vec3 minimumlight = vec3(0.5,0.75,1.0) * (MIN_LIGHT_AMOUNT*0.001 + nightVision);
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vec3 minimumlight = vec3(0.5,0.75,1.0) * nightVision;
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averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.3), minimumlight);
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averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.7), minimumlight);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS, minimumlight);
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////////////////////////////////////////
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}
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#endif
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vec3 DoAmbientLightColor(
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vec3 playerPos,
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vec3 lpvPos,
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vec3 SkyColor,
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vec3 MinimumColor,
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vec3 TorchColor,
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vec2 Lightmap,
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float Exposure
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vec3 doBlockLightLighting(
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vec3 lightColor, float lightmap, float exposureValue,
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vec3 playerPos, vec3 lpvPos
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){
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// Lightmap = vec2(0.0,1.0);
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// float LightLevelZero = clamp(pow(eyeBrightnessSmooth.y/240. + Lightmap.y,2.0) ,0.0,1.0);
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// do sky lighting.
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 MinimumLight = MinimumColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM * 0.7, MinimumLight);
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float lightmapCurve = pow(1.0-sqrt(1.0-clamp(lightmap,0.0,1.0)),2.0) * 2.0;
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// do torch lighting
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float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0));
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vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT;
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vec3 blockLight = lightColor * lightmapCurve; //;
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
|
||||
vec4 lpvSample = SampleLpvLinear(lpvPos);
|
||||
vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
|
||||
vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
|
||||
|
||||
// i gotchu
|
||||
float fadeLength = 10.0; // in blocks
|
||||
// create a smooth falloff at the edges of the voxel volume.
|
||||
float fadeLength = 10.0; // in meters
|
||||
vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
|
||||
float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
|
||||
float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z;
|
||||
voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);
|
||||
|
||||
LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
|
||||
|
||||
TorchLight = mix(TorchLight, LpvTorchLight/5.0, LpvFadeF);
|
||||
// outside the voxel volume, lerp to vanilla lighting as a fallback
|
||||
blockLight = mix(blockLight, lpvBlockLight/5.0, voxelRangeFalloff);
|
||||
|
||||
#ifdef Hand_Held_lights
|
||||
// create handheld lightsources
|
||||
const vec3 normal = vec3(0.0); // TODO
|
||||
|
||||
if (heldItemId > 0)
|
||||
TorchLight += GetHandLight(heldItemId, playerPos, normal);
|
||||
blockLight += GetHandLight(heldItemId, playerPos, normal);
|
||||
|
||||
if (heldItemId2 > 0)
|
||||
TorchLight += GetHandLight(heldItemId2, playerPos, normal);
|
||||
blockLight += GetHandLight(heldItemId2, playerPos, normal);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
|
||||
// try to make blocklight have consistent visiblity in different light levels.
|
||||
float autoBrightness = mix(1.0, 30.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
|
||||
blockLight *= autoBrightness;
|
||||
|
||||
return blockLight * TORCH_AMOUNT;
|
||||
}
|
||||
|
||||
|
||||
// this is dumb, and i plan to remove it eventually...
|
||||
vec4 RT_AmbientLight(
|
||||
vec3 playerPos,
|
||||
vec3 lpvPos,
|
||||
float Exposure,
|
||||
vec2 Lightmap,
|
||||
vec3 TorchColor
|
||||
vec3 doIndirectLighting(
|
||||
vec3 lightColor, vec3 minimumLightColor, float lightmap
|
||||
){
|
||||
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
|
||||
float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
|
||||
|
||||
// do torch lighting
|
||||
float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
|
||||
float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ;
|
||||
vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ;
|
||||
vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;
|
||||
|
||||
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
|
||||
vec4 lpvSample = SampleLpvLinear(lpvPos);
|
||||
vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
|
||||
indirectLight += minimumLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
|
||||
|
||||
// i gotchu
|
||||
float fadeLength = 10.0; // in blocks
|
||||
vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
|
||||
float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
|
||||
|
||||
LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
|
||||
|
||||
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
|
||||
|
||||
const vec3 normal = vec3(0.0); // TODO
|
||||
|
||||
if (heldItemId > 0)
|
||||
TorchLight += GetHandLight(heldItemId, playerPos, normal);
|
||||
|
||||
if (heldItemId2 > 0)
|
||||
TorchLight += GetHandLight(heldItemId2, playerPos, normal);
|
||||
#endif
|
||||
|
||||
return vec4(TorchLight, skyLM);
|
||||
return indirectLight;
|
||||
}
|
@ -291,22 +291,17 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes, bool hand){
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
void ApplySSRT(
|
||||
inout vec3 lighting,
|
||||
vec3 ApplySSRT(
|
||||
vec3 viewPos,
|
||||
vec3 normal,
|
||||
vec3 noise,
|
||||
|
||||
vec3 playerPos,
|
||||
vec3 lpvPos,
|
||||
float Exposure,
|
||||
vec2 lightmaps,
|
||||
|
||||
vec3 skylightcolor,
|
||||
vec3 torchcolor,
|
||||
vec3 indirectLightColor,
|
||||
vec3 minLightColor,
|
||||
float lightmap,
|
||||
|
||||
bool isGrass,
|
||||
bool hand
|
||||
bool isLOD
|
||||
){
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
@ -318,9 +313,7 @@ void ApplySSRT(
|
||||
vec3 occlusion2 = vec3(0.0);
|
||||
vec3 skycontribution2 = vec3(0.0);
|
||||
|
||||
// rgb = torch color * lightmap. a = sky lightmap.
|
||||
vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
|
||||
skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
||||
vec3 ambientColor = doIndirectLighting(indirectLightColor * 2.5, minLightColor, lightmap);
|
||||
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
@ -330,33 +323,32 @@ void ApplySSRT(
|
||||
#ifdef HQ_SSGI
|
||||
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
|
||||
#else
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30., hand); // choc sspt
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30., isLOD); // choc sspt
|
||||
#endif
|
||||
|
||||
#ifdef SKY_CONTRIBUTION_IN_SSRT
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
|
||||
|
||||
// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
|
||||
skycontribution = pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30, vec3(0.7)) *2.5 * ambient_brightness * Lighting.a + Lighting.rgb;
|
||||
skycontribution = mix(ambientColor, pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30, vec3(0.7)), lightmap);
|
||||
#else
|
||||
skycontribution = (pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7))/2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
|
||||
skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7));
|
||||
#endif
|
||||
|
||||
|
||||
skycontribution = max(skycontribution, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
||||
skycontribution = max(skycontribution, minLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1));
|
||||
#else
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
|
||||
|
||||
skycontribution = skylightcolor * (max(rayDir.y,pow(1.0-lightmaps.y,2))*0.95+0.05) + Lighting.rgb;
|
||||
skycontribution = ambientColor * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
|
||||
#else
|
||||
skycontribution = skylightcolor + Lighting.rgb;
|
||||
skycontribution = ambientColor;
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 4
|
||||
skycontribution2 = skylightcolor + Lighting.rgb;
|
||||
skycontribution2 = ambientColor;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@ -370,7 +362,6 @@ void ApplySSRT(
|
||||
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
|
||||
radiance += texture2D(colortex5, previousPosition.xy).rgb * GI_Strength + skycontribution;
|
||||
|
||||
} else{
|
||||
radiance += skycontribution;
|
||||
}
|
||||
@ -390,13 +381,13 @@ void ApplySSRT(
|
||||
}
|
||||
}
|
||||
|
||||
if(isLOD) return max(radiance/nrays, 0.0);
|
||||
|
||||
occlusion *= AO_Strength;
|
||||
|
||||
#if indirect_effect == 4
|
||||
lighting = max(radiance/nrays - max(occlusion, occlusion2*0.5)/nrays, 0.0);
|
||||
return max(radiance/nrays - max(occlusion, occlusion2*0.5)/nrays, 0.0);
|
||||
#else
|
||||
lighting = max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
return max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
#endif
|
||||
|
||||
if(hand) lighting = skylightcolor/1.5;
|
||||
}
|
@ -112,6 +112,7 @@ vec4 GetVolumetricFog(
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
float absorbance = 1.0;
|
||||
float AtmosphereAbsorbance = 1.0;
|
||||
|
||||
float lightleakfix = 1.0 - caveDetection;
|
||||
float lightleakfix2 = pow(clamp(eyeBrightnessSmooth.y/240. ,0.0,1.0),3.0);
|
||||
@ -235,16 +236,25 @@ vec4 GetVolumetricFog(
|
||||
absorbance *= fogVolumeCoeff;
|
||||
|
||||
//------ ATMOSPHERE HAZE EFFECT
|
||||
#if defined CloudLayer0 && defined VOLUMETRIC_CLOUDS
|
||||
float cloudPlaneCutoff = clamp((CloudLayer0_height + max(eyeAltitude-(CloudLayer0_height-100),0)) - progressW.y,0.0,1.0);
|
||||
#else
|
||||
float cloudPlaneCutoff = 1.0;
|
||||
#endif
|
||||
|
||||
// just air
|
||||
vec2 airCoef = exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * (24.0 * atmosphereMult) * Haze_amount * clamp((CloudLayer0_height + max(eyeAltitude-(CloudLayer0_height-100),0)) - progressW.y,0.0,1.0);
|
||||
vec2 airCoef = exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * (24.0 * atmosphereMult) * Haze_amount * cloudPlaneCutoff;
|
||||
|
||||
// Pbr for air, yolo mix between mie and rayleigh for water droplets
|
||||
vec3 rL = rC*airCoef.x;
|
||||
vec3 m = mC*(airCoef.y+densityVol*300.0);
|
||||
|
||||
// calculate the atmosphere haze seperately and purely additive to color, do not contribute to absorbtion.
|
||||
vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + (AveragedAmbientColor*0.7) * (rL+m) * lightleakfix2;
|
||||
color += (Atmosphere - Atmosphere*exp(-(rL+m)*dd*dL_alternate)) / (rL+m+1e-6) * absorbance;
|
||||
vec3 atmosphereVolumeCoeff = exp(-(rL+m)*dd*dL_alternate);
|
||||
|
||||
vec3 Atmosphere = (LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m)) * lightleakfix2;
|
||||
color += (Atmosphere - Atmosphere * atmosphereVolumeCoeff) / (rL+m+1e-6) * AtmosphereAbsorbance * absorbance;
|
||||
AtmosphereAbsorbance *= dot(atmosphereVolumeCoeff, vec3(0.33333));
|
||||
|
||||
//------ LPV FOG EFFECT
|
||||
#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
|
||||
|
@ -699,7 +699,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
|
||||
#define SELECT_BOX_COL_G 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
#define SELECT_BOX_COL_B 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
|
||||
// #define OLD_CAVE_DETECTION
|
||||
#define OLD_CAVE_DETECTION
|
||||
|
||||
///////////////////////////////////////////
|
||||
// ----- DISTANT HORIZONS SETTINGS ----- //
|
||||
|
@ -467,7 +467,7 @@ vec4 renderClouds(
|
||||
dV_Sun *= lightCol.a;
|
||||
#endif
|
||||
|
||||
float SdotV = dot(mat3(gbufferModelView)*WsunVec, normalize(FragPosition)) ;
|
||||
float SdotV = dot(WsunVec, normalize(mat3(gbufferModelViewInverse)*FragPosition + gbufferModelViewInverse[3].xyz));
|
||||
|
||||
float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75);
|
||||
float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
|
||||
|
@ -482,9 +482,9 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
|
||||
#endif
|
||||
|
||||
#if defined OLD_CAVE_DETECTION
|
||||
variable.bool.inTheDarkTimer = smooth(if(eyeBrightness.y < 0.01, 1.0, 0.0), 30.0, 1.0) > 0.99
|
||||
variable.bool.inTheDarkTimer = smooth(if(eyeBrightness.y < 0.01, 1.0, 0.0), 10.0, 0.0) > 0.99
|
||||
|
||||
uniform.float.caveDetection = smooth(if(inTheDarkTimer, 1.0, 0.0), 10.0, 0.5)
|
||||
uniform.float.caveDetection = smooth(if(inTheDarkTimer, 1.0, 0.0), 3.0, 1.0)
|
||||
#else
|
||||
# the idea is to modulate the mood value between 0 - 1
|
||||
# then check if the modulated value is non-zero. when it goes back to zero, it will have a very slowly deteriorating value.
|
||||
|
Loading…
Reference in New Issue
Block a user