#extension GL_ARB_shader_texture_lod : enable #include "/lib/settings.glsl" #include "/lib/blocks.glsl" #include "/lib/entities.glsl" #include "/lib/items.glsl" flat varying int NameTags; #ifdef HAND #undef POM #endif #ifndef USE_LUMINANCE_AS_HEIGHTMAP #ifndef MC_NORMAL_MAP #undef POM #endif #endif #ifdef POM #define MC_NORMAL_MAP #endif varying float VanillaAO; const float mincoord = 1.0/4096.0; const float maxcoord = 1.0-mincoord; const float MAX_OCCLUSION_DISTANCE = MAX_DIST; const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9; const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS; uniform vec2 texelSize; uniform int framemod8; // #ifdef POM varying vec4 vtexcoordam; // .st for add, .pq for mul varying vec4 vtexcoord; vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); // #endif #include "/lib/res_params.glsl" varying vec4 lmtexcoord; varying vec4 color; uniform float far; uniform float wetness; varying vec4 normalMat; #ifdef MC_NORMAL_MAP uniform sampler2D normals; varying vec4 tangent; varying vec3 FlatNormals; #endif uniform sampler2D specular; uniform sampler2D texture; uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16 uniform float frameTimeCounter; uniform int frameCounter; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelView; uniform mat4 gbufferProjection; uniform mat4 gbufferModelViewInverse; uniform vec3 cameraPosition; uniform float rainStrength; uniform sampler2D noisetex;//depth uniform sampler2D depthtex0; uniform vec4 entityColor; // in vec3 velocity; flat varying float blockID; flat varying float SSSAMOUNT; flat varying float EMISSIVE; flat varying int LIGHTNING; flat varying int PORTAL; flat varying int SIGN; flat varying float HELD_ITEM_BRIGHTNESS; uniform float noPuddleAreas; uniform float nightVision; // float interleaved_gradientNoise(){ // return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521); // } float interleaved_gradientNoise_temporal(){ #ifdef TAA return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter); #else return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887); #endif } 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 R2_dither(){ vec2 coord = gl_FragCoord.xy ; #ifdef TAA coord += + (frameCounter%40000) * 2.0; #endif vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } float blueNoise(){ #ifdef TAA return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); #else return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887); #endif } mat3 inverseMatrix(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } #ifdef MC_NORMAL_MAP vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ float bumpmult = clamp(puddle_values,0.0,1.0); bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); return normalize(bump*tbnMatrix); } #endif #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 p3 = p * 2. - 1.; vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } vec3 toClipSpace3(vec3 viewSpacePosition) { return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } #ifdef POM vec4 readNormal(in vec2 coord) { return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } vec4 readTexture(in vec2 coord) { return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } #endif float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } 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.); uniform float near; float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } vec4 readNoise(in vec2 coord){ // return texture2D(noisetex,coord*vtexcoordam.pq+vtexcoord.st); return texture2DGradARB(noisetex,coord*vtexcoordam.pq + vtexcoordam.st,dcdx,dcdy); } float EndPortalEffect( inout vec4 ALBEDO, vec3 FragPos, vec3 WorldPos, mat3 tbnMatrix ){ int maxdist = 25; int quality = 35; vec3 viewVec = normalize(tbnMatrix*FragPos); if ( viewVec.z < 0.0 && length(FragPos) < maxdist) { float endportalGLow = 0.0; float Depth = 0.3; vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise()-0.5)*0.1); vec3 coord = vec3(WorldPos.xz , 1.0); coord += interval; for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) { coord = coord+interval ; endportalGLow += (0.3/quality); } ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow); return clamp(pow(endportalGLow*3.5,3),0,1); } } float bias(){ // return (Texture_MipMap_Bias + (blueNoise()-0.5)*0.5) - (1.0-RENDER_SCALE.x) * 2.0; return Texture_MipMap_Bias - (1.0-RENDER_SCALE.x) * 2.0; } vec4 texture2D_POMSwitch( sampler2D sampler, vec2 lightmapCoord, vec4 dcdxdcdy, bool ifPOM, float LOD ){ if(ifPOM){ return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw); }else{ return texture2D(sampler, lightmapCoord, LOD); } } uniform vec3 eyePosition; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// #if defined HAND || defined ENTITIES || defined BLOCKENTITIES /* RENDERTARGETS:1,8,15,2 */ #else /* RENDERTARGETS:1,8,15 */ #endif void main() { bool ifPOM = false; #ifdef POM ifPOM = true; #endif if(SIGN > 0) ifPOM = false; vec3 normal = normalMat.xyz; #ifdef MC_NORMAL_MAP vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, tangent.y, tangent2.y, normal.y, tangent.z, tangent2.z, normal.z); #endif vec2 tempOffset = offsets[framemod8]; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 playerpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; vec3 worldpos = playerpos + cameraPosition; float torchlightmap = lmtexcoord.z; #if defined Hand_Held_lights && !defined LPV_ENABLED #ifdef IS_IRIS vec3 playerCamPos = eyePosition; #else vec3 playerCamPos = cameraPosition; #endif // if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(worldpos-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); if(HELD_ITEM_BRIGHTNESS > 0.0){ float pointLight = clamp(1.0-length(worldpos-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0); torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, pointLight*pointLight); } #ifdef HAND torchlightmap *= 0.9; #endif #endif float lightmap = clamp( (lmtexcoord.w-0.9) * 10.0,0.,1.); // float rainfall = 1.0; // float Puddle_shape = 0.0; // #if defined Puddles && defined WORLD && !defined ENTITIES && !defined HAND // // rainfall = rainStrength * noPuddleAreas * lightmap; // // Puddle_shape = clamp(lightmap - exp(-15.0 * pow(texture2D(noisetex, worldpos.xz * (0.020 * Puddle_Size) ).b,5.0)),0.0,1.0); // // Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5,0.0,1.0); // // Puddle_shape *= rainStrength * noPuddleAreas ; // #endif vec2 adjustedTexCoord = lmtexcoord.xy; #if defined POM && defined WORLD && !defined ENTITIES && !defined HAND // vec2 tempOffset=offsets[framemod8]; adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st; // vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(playerpos); float falloff = min(max(1.0-dist/MAX_OCCLUSION_DISTANCE,0.0) * 2.0,1.0); falloff = pow(1.0-pow(1.0-falloff,1.0),2.0); // falloff = 1; float maxdist = MAX_OCCLUSION_DISTANCE; if(!ifPOM) maxdist = 0.0; gl_FragDepth = gl_FragCoord.z; if (falloff > 0.0) { float depthmap = readNormal(vtexcoord.st).a; float used_POM_DEPTH = 1.0; float pomdepth = POM_DEPTH*falloff; if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) { float noise = blueNoise(); #ifdef Adaptive_Step_length vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * pomdepth) * clamp(1.0-pow(depthmap,2),0.1,1.0); used_POM_DEPTH = 1.0; #else vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*pomdepth; #endif vec3 coord = vec3(vtexcoord.st , 1.0); coord += interval * noise * used_POM_DEPTH; float sumVec = noise; for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - pomdepth + pomdepth * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) { coord = coord + interval * used_POM_DEPTH; sumVec += used_POM_DEPTH; } if (coord.t < mincoord) { if (readTexture(vec2(coord.s,mincoord)).a == 0.0) { coord.t = mincoord; discard; } } adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE)); vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval; gl_FragDepth = toClipSpace3(truePos).z; } } #endif if(!ifPOM) adjustedTexCoord = lmtexcoord.xy; //////////////////////////////// //////////////////////////////// //////////////////////////////// ALBEDO //////////////////////////////// //////////////////////////////// //////////////////////////////// float textureLOD = bias(); vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color; // Albedo.rgb = vec3(1.0) * min(max(exp(-15.0 * pow(1.0-luma(Albedo.rgb),3.0)) - 0.2,0.0)*5.0,1.0); #if defined HAND if (Albedo.a < 0.1) discard; #endif if(LIGHTNING > 0) Albedo = vec4(1); // float ENDPORTAL_EFFECT = 0.0; // #ifndef ENTITIES // ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0; // #endif #ifdef WhiteWorld Albedo.rgb = vec3(0.5); #endif #ifdef AEROCHROME_MODE float gray = dot(Albedo.rgb, vec3(0.2, 1.0, 0.07)); if ( blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER || blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SSS_WEAK || blockID == BLOCK_GLOW_LICHEN || blockID == BLOCK_SNOW_LAYERS || blockID >= 10 && blockID < 80 ) { // IR Reflective (Pink-red) Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7); } else if(blockID == BLOCK_GRASS) { // Special handling for grass block float strength = 1.0 - color.b; Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength); } #ifdef AEROCHROME_WOOL_ENABLED else if (blockID == BLOCK_SSS_WEAK_2 || blockID == BLOCK_CARPET) { // Wool Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3); } #endif else if(blockID == BLOCK_WATER || (blockID >= 300 && blockID < 400)) { // IR Absorbsive? Dark. Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5); } #endif #ifdef WORLD if (Albedo.a > 0.1) Albedo.a = normalMat.a; else Albedo.a = 0.0; #endif #ifdef HAND if (Albedo.a > 0.1){ Albedo.a = 0.75; gl_FragData[3] = vec4(0.0); } else { Albedo.a = 1.0; } #endif #if defined PARTICLE_RENDERING_FIX && (defined ENTITIES || defined BLOCKENTITIES) gl_FragData[3] = vec4(0.0); #endif //////////////////////////////// //////////////////////////////// //////////////////////////////// NORMAL //////////////////////////////// //////////////////////////////// //////////////////////////////// #if defined WORLD && defined MC_NORMAL_MAP vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD).xyzw; #ifdef MATERIAL_AO Albedo.rgb *= NormalTex.b*0.5+0.5; #endif float Heightmap = 1.0 - NormalTex.w; NormalTex.xy = NormalTex.xy * 2.0-1.0; NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0)); normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0); #endif //////////////////////////////// //////////////////////////////// //////////////////////////////// SPECULAR //////////////////////////////// //////////////////////////////// //////////////////////////////// #ifdef WORLD vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD); // SpecularTex.r = max(SpecularTex.r, rainfall); // SpecularTex.g = max(SpecularTex.g, max(Puddle_shape*0.02,0.02)); gl_FragData[1].rg = SpecularTex.rg; #if EMISSIVE_TYPE == 0 gl_FragData[1].a = 0.0; #endif #if EMISSIVE_TYPE == 1 gl_FragData[1].a = EMISSIVE; #endif #if EMISSIVE_TYPE == 2 gl_FragData[1].a = SpecularTex.a; if(SpecularTex.a <= 0.0) gl_FragData[1].a = EMISSIVE; #endif #if EMISSIVE_TYPE == 3 gl_FragData[1].a = SpecularTex.a; #endif #if SSS_TYPE == 0 gl_FragData[1].b = 0.0; #endif #if SSS_TYPE == 1 gl_FragData[1].b = SSSAMOUNT; #endif #if SSS_TYPE == 2 gl_FragData[1].b = SpecularTex.b; if(SpecularTex.b < 65.0/255.0) gl_FragData[1].b = SSSAMOUNT; #endif #if SSS_TYPE == 3 gl_FragData[1].b = SpecularTex.b; #endif #endif // hit glow effect... #ifdef ENTITIES Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1)); #endif //////////////////////////////// //////////////////////////////// //////////////////////////////// FINALIZE //////////////////////////////// //////////////////////////////// //////////////////////////////// #ifdef WORLD // #ifdef Puddles // float porosity = 0.4; // #ifdef Porosity // porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65; // #endif // // if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity); // #endif // apply noise to lightmaps to reduce banding. vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w); vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0); gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w)); gl_FragData[2] = vec4(viewToWorld(FlatNormals) * 0.5 + 0.5, VanillaAO); #endif }