//#define Specular_Reflections // reflections on blocks. REQUIRES A PBR RESOURCEPACK. #define Screen_Space_Reflections // toggle screenspace reflections. if you want normal performance but still want a bit of shiny, the sun reflection stays on when this is turned off. #define Sky_reflection // just in case you dont want it i guess // #define Rough_reflections // turns the roughness GGXVNDF ON. sizable performance impact, and introduces alot of noise. #define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10] #define reflection_quality 30 // adjust the quality of the screenspace reflections. [6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 ] #define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] // #define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality. uniform sampler2D gaux1; uniform int framemod8; const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), vec2(-1.,3.)/8., vec2(5.0,1.)/8., vec2(-3,-5.)/8., vec2(-5.,5.)/8., vec2(-7.,-1.)/8., vec2(3,7.)/8., vec2(7.,-7.)/8.); // sun specular stuff float square(float x){ return x*x; } float g(float NdotL, float roughness){ float alpha = square(max(roughness, 0.02)); return 2.0 * NdotL / (NdotL + sqrt(square(alpha) + (1.0 - square(alpha)) * square(NdotL))); } float gSimple(float dp, float roughness){ float k = roughness + 1; k *= k/8.0; return dp / (dp * (1.0-k) + k); } vec3 GGX2(vec3 n, vec3 v, vec3 l, float r, vec3 F0) { float roughness = r; // when roughness is zero it fucks up float alpha = square(roughness) + 1e-5; vec3 h = normalize(l + v) ; float dotLH = clamp(dot(h,l),0.,1.); float dotNH = clamp(dot(h,n),0.,1.); float dotNL = clamp(dot(n,l),0.,1.); float dotNV = clamp(dot(n,v),0.,1.); float dotVH = clamp(dot(h,v),0.,1.); float D = alpha / (3.141592653589793*square(square(dotNH) * (alpha - 1.0) + 1.0)); float G = gSimple(dotNV, roughness) * gSimple(dotNL, roughness); vec3 F = F0 + (1. - F0) * exp2((-5.55473*dotVH-6.98316)*dotVH); return dotNL * F * (G * D / (4 * dotNV * dotNL + 1e-7)); } // other shit float invLinZ (float lindepth){ return -((2.0*near/lindepth)-far-near)/(far-near); } vec3 toClipSpace3(vec3 viewSpacePosition) { return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } float linZ(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); // l = (2*n)/(f+n-d(f-n)) // f+n-d(f-n) = 2n/l // -d(f-n) = ((2n/l)-f-n) // d = -((2n/l)-f-n)/(f-n) } // vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){ // vec3 clipPosition = toClipSpace3(position); // float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ? // (-near -position.z) / dir.z : far*sqrt(3.); // vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space // direction.xy = normalize(direction.xy); // //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); // vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0); // vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ; // float minZ = spos.z+stepv.z; // float maxZ = spos.z+stepv.z; // spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE; // spos += stepv*dither ; // for(int i = 0; i < int(quality); i++){ // 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 <= 0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0); // } // spos += stepv ; // } // return vec3(1.1); // } 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); } void frisvad(in vec3 n, out vec3 f, out vec3 r){ if(n.z < -0.9) { f = vec3(0.,-1,0); r = vec3(-1, 0, 0); } else { float a = 1./(1.+n.z); float b = -n.x*n.y*a; f = vec3(1. - n.x*n.x*a, b, -n.x) ; r = vec3(b, 1. - n.y*n.y*a , -n.y); } } mat3 CoordBase(vec3 n){ vec3 x,y; frisvad(n,x,y); return mat3(x,y,n); } float unpackRoughness(float x){ float r = 1.0 - x; return clamp(r*r,0,1); } vec2 R2_samples_spec(int n){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha * n); } vec3 sampleGGXVNDF(vec3 V_, float roughness, float U1, float U2){ // stretch view vec3 V = normalize(vec3(roughness * V_.x, roughness * V_.y, V_.z)); // orthonormal basis vec3 T1 = (V.z < 0.9999) ? normalize(cross(V, vec3(0,0,1))) : vec3(1,0,0); vec3 T2 = cross(T1, V); // sample point with polar coordinates (r, phi) float a = 1.0 / (1.0 + V.z); float r = sqrt(U1*0.25); float phi = (U2 -near) ? (-near -position.z) / dir.z : far*sqrt(3.); vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space direction.xy = normalize(direction.xy); //get at which length the ray intersects with the edge of the screen vec3 maxLengths = (step(0.,direction)-clipPosition) / direction; float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z); vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0); vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither; float minZ = spos.z+stepv.z; float maxZ = spos.z+stepv.z; spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE; float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases for (int i = 0; i <= int(quality); i++) { // decode depth buffer vec2 testthing = hand ? spos.xy*texelSize : spos.xy/texelSize/4.0; // fix for ssr on hand float sp = sqrt(texelFetch2D(gaux1,ivec2(testthing),0).w/65000.0); sp = invLinZ(sp); if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp); spos += stepv; //small bias float biasamount = 0.0002 / dist; if(hand) biasamount = 0.01; minZ = maxZ-biasamount / ld(spos.z); maxZ += stepv.z; } return vec3(1.1); } vec3 mix_vec3(vec3 X, vec3 Y, float A){ return X * (1.0 - A) + Y * A; } float mix_float(float X, float Y, float A){ return X * (1.0 - A) + Y * A; } // pain void MaterialReflections( inout vec3 Output, float roughness, vec3 f0, vec3 albedo, vec3 sunPos, vec3 sunCol, float diffuse, float lightmap, vec3 normal, vec3 np3, vec3 fragpos, vec3 noise, bool hand ){ vec3 Reflections_Final = Output; float Outdoors = clamp((lightmap-0.6)*5.0, 0.0,1.0); // float Outdoors = clamp((lightmap-0.5) * , 0.0,1.0); roughness = unpackRoughness(roughness); f0 = f0.y == 0.0 ? vec3(0.04) : f0; // roughness = 0.0; // f0 = vec3(0.9); mat3 basis = CoordBase(normal); vec3 normSpaceView = -np3*basis ; // roughness stuff #ifdef Rough_reflections int seed = (frameCounter%40000); vec2 ij = fract(R2_samples_spec(seed) + noise.rg) ; vec3 H = sampleGGXVNDF(normSpaceView, roughness, ij.x, ij.y); if(hand) H = normalize(vec3(0.0,0.0,1.0)); #else vec3 H = normalize(vec3(0.0,0.0,1.0)); #endif vec3 Ln = reflect(-normSpaceView, clamp(H,-1.0,1.0)); vec3 L = basis * Ln; // fresnel stuff float fresnel = pow(clamp(1.0 + dot(-Ln, H),0.0,1.0),5.0); // vec3 F = f0 + (1.0 - f0) * fresnel; vec3 F = mix(f0, vec3(1.0), fresnel); vec3 rayContrib = F; float NdotV = clamp(normalize(dot(np3, normal))*10000.,0.,1.); bool hasReflections = (f0.y * (1.0 - roughness * Roughness_Threshold)) > 0.01; if (Roughness_Threshold == 1.0){ hasReflections = roughness > -1; NdotV = -1.0;} if (!hasReflections || NdotV > 0.0 ) Outdoors = 0.0; // SSR, Sky, and Sun reflections vec4 Reflections = vec4(0.0); vec3 SkyReflection = skyCloudsFromTex(L, colortex4).rgb / 150. * 5.; vec3 SunReflection = diffuse * GGX2(clamp(normal,-1,1), -np3, sunPos, roughness, f0) * 8./150./3. * sunCol * Sun_specular_Strength; #ifndef Sky_reflection SkyReflection = Reflections_Final; #endif #ifdef Screen_Space_Reflections if ( hasReflections && NdotV <= 0.0) { // Skip SSR if ray contribution is low #ifdef SCREENSHOT_MODE float rayQuality = reflection_quality; #else float rayQuality = mix_float(reflection_quality,0.0,sqrt(roughness)); // Scale quality with ray contribution #endif vec3 rtPos = rayTraceSpeculars( mat3(gbufferModelView) * L,fragpos.xyz, noise.b, rayQuality, hand); if (rtPos.z < 1. ){ // Reproject on previous frame vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + 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) { Reflections.a = 1.0; Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb; } } } #endif // check if the f0 is within the metal ranges, then tint by albedo if it's true. vec3 Metals = f0.y > 229.5/255.0 ? clamp(albedo + fresnel,0.0,1.0) : vec3(1.0); Reflections.rgb *= Metals; SunReflection *= Metals; #ifdef Sky_reflection SkyReflection *= Metals; #endif float lumaRayContrib = luma(rayContrib); // darken albedos, and stop darkening where the sky gets occluded indoors Reflections_Final *= mix_float(1.0 - (Reflections.a*lumaRayContrib), 1.0 - lumaRayContrib, Outdoors); // apply all reflections to the lighting Reflections_Final += Reflections.rgb * lumaRayContrib; Reflections_Final += SkyReflection * lumaRayContrib * (1.0-Reflections.a) * Outdoors ; float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0.y) * -4),0,1); #ifdef Rough_reflections Output = hand ? mix_vec3(Output, Reflections_Final, visibilityFactor) : Reflections_Final; #else Output = mix_vec3(Output, Reflections_Final, visibilityFactor); #endif Output += SunReflection ; }