#version 120 //Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog #extension GL_EXT_gpu_shader4 : enable #include "/lib/settings.glsl" varying vec2 texcoord; flat varying vec3 zMults; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex13; uniform sampler2D colortex11; uniform sampler2D colortex7; uniform sampler2D colortex3; uniform sampler2D colortex2; uniform sampler2D colortex0; uniform sampler2D noisetex; uniform float frameTimeCounter; uniform int frameCounter; uniform float far; uniform float near; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelView; uniform vec2 texelSize; uniform vec3 cameraPosition; uniform int isEyeInWater; uniform float blindness; uniform float darknessFactor; uniform float darknessLightFactor; #include "/lib/waterBump.glsl" float ld(float depth) { return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } #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; } vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){ vec4 vl = vec4(0.0); float sum = 0.0; mat3x3 weights; ivec2 posD = ivec2(coord/2.0)*2; ivec2 posVl = ivec2(coord/2.0); float dz = zMults.x; ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2; //pos = ivec2(1,-1); ivec2 tcDepth = posD + ivec2(-4,-4) + pos*2; float dsample = ld(texelFetch2D(depth,tcDepth,0).r); float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5; vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w; sum += w; tcDepth = posD + ivec2(-4,0) + pos*2; dsample = ld(texelFetch2D(depth,tcDepth,0).r); w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5; vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w; sum += w; tcDepth = posD + ivec2(0) + pos*2; dsample = ld(texelFetch2D(depth,tcDepth,0).r); w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5; vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w; sum += w; tcDepth = posD + ivec2(0,-4) + pos*2; dsample = ld(texelFetch2D(depth,tcDepth,0).r); w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5; vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w; sum += w; return vl/sum; } vec3 decode (vec2 encn){ vec3 n = vec3(0.0); encn = encn * 2.0 - 1.0; n.xy = abs(encn); n.z = 1.0 - n.x - n.y; n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn; return clamp(normalize(n.xyz),-1.0,1.0); } vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; return fract( a * constant1 ) * constant2 ; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } void main() { /* DRAWBUFFERS:73 */ //3x3 bilateral upscale from half resolution float z = texture2D(depthtex0,texcoord).x; float z2 = texture2D(depthtex1,texcoord).x; float frDepth = ld(z); float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15); vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth); float bloomyfogmult = 1.0; vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams. vec4 trpData = texture2D(colortex7,texcoord); bool iswater = trpData.a > 0.99; vec2 refractedCoord = texcoord; vec2 data = texture2D(colortex11,texcoord).xy; // translucents vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) ); #ifdef Refraction refractedCoord += normals.xy * glassdepth; float refractedalpha = texture2D(colortex13,refractedCoord).a; if(refractedalpha <= 0.0) refractedCoord = texcoord; // remove refracted coords on solids #endif vec3 color = texture2D(colortex3,refractedCoord).rgb; if (Translucent_Programs.a > 0.0){ #ifdef Glass_Tint vec3 GlassAlbedo = texture2D(colortex13,texcoord).rgb * 5.0; color = color*GlassAlbedo.rgb + color * clamp(pow(1.0-luma(GlassAlbedo.rgb),10.),0.0,1.0); #endif color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb; } color *= vl.a; color += vl.rgb; bloomyfogmult *= vl.a*0.8+0.2; // underwater fog if (isEyeInWater == 1){ vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z)); float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0); bloomyfogmult *= fogfade*0.70+0.3 ; } /// lava. if (isEyeInWater == 2){ color.rgb = vec3(4.0,0.5,0.1); } /// powdered snow if (isEyeInWater == 3){ vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z)); color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.)); bloomyfogmult = 0.0; } // blidnesss if (blindness > 0.0){ vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z)); color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness); } // darkness effect if(darknessFactor > 0.0){ vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2)); color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor); } gl_FragData[0].r = bloomyfogmult; gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0); }