#extension GL_EXT_gpu_shader4 : enable #extension GL_ARB_shader_texture_lod : enable #include "/lib/settings.glsl" flat varying int NameTags; #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; varying vec4 NoSeasonCol; varying vec4 seasonColor; uniform float far; varying vec4 normalMat; #ifdef MC_NORMAL_MAP varying vec4 tangent; uniform sampler2D normals; varying vec3 FlatNormals; #endif uniform sampler2D specular; flat varying int lightningBolt; 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; flat varying float blockID; flat varying float SSSAMOUNT; flat varying float EMISSIVE; flat varying int LIGHTNING; flat varying int SIGN; float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } mat3 inverse(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; } #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 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)); } #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)); } 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.); float bias(){ return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5; } vec4 texture2D_POMSwitch( sampler2D sampler, vec2 lightmapCoord, vec4 dcdxdcdy, bool ifPOM ){ if(ifPOM){ return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw); }else{ return texture2D(sampler, lightmapCoord, bias()); } } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* RENDERTARGETS: 1,7,8,15 */ 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,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition; float torchlightmap = lmtexcoord.z; // #ifdef Hand_Held_lights // if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0)); // #endif float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.); vec2 adjustedTexCoord = lmtexcoord.xy; #ifdef POM adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st; vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(fragpos); gl_FragDepth = gl_FragCoord.z; #ifdef WORLD if (dist < MAX_OCCLUSION_DISTANCE) { float depthmap = readNormal(vtexcoord.st).a; float used_POM_DEPTH = 1.0; if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) { #ifdef Adaptive_Step_length vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * 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*POM_DEPTH; #endif vec3 coord = vec3(vtexcoord.st, 1.0); coord += interval * used_POM_DEPTH; float sumVec = 0.5; for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) { coord = coord+interval * used_POM_DEPTH; sumVec += 1.0 * 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*inverse(tbnMatrix)*interval; gl_FragDepth = toClipSpace3(truePos).z; } } #endif #endif if(!ifPOM) adjustedTexCoord = lmtexcoord.xy; //////////////////////////////// //////////////////////////////// ALBEDO //////////////////////////////// vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color; if(LIGHTNING > 0) Albedo = vec4(1); #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; else Albedo.a = 0.0; #endif //////////////////////////////// //////////////////////////////// NORMAL //////////////////////////////// #ifdef WORLD #ifdef MC_NORMAL_MAP vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM); NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ; normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0); #endif #endif //////////////////////////////// //////////////////////////////// SPECULAR //////////////////////////////// #ifdef WORLD vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM); gl_FragData[2].rg = SpecularTex.rg; #if EMISSIVE_TYPE == 0 gl_FragData[2].a = 0.0; #endif #if EMISSIVE_TYPE == 1 gl_FragData[2].a = EMISSIVE; #endif #if EMISSIVE_TYPE == 2 gl_FragData[2].a = SpecularTex.a; if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE; #endif #if EMISSIVE_TYPE == 3 gl_FragData[2].a = SpecularTex.a; #endif #if SSS_TYPE == 0 gl_FragData[2].b = 0.0; #endif #if SSS_TYPE == 1 gl_FragData[2].b = SSSAMOUNT; #endif #if SSS_TYPE == 2 gl_FragData[2].b = SpecularTex.b; if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT; #endif #if SSS_TYPE == 3 gl_FragData[2].b = SpecularTex.b; #endif #endif //////////////////////////////// //////////////////////////////// FINALIZE //////////////////////////////// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 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[1].a = 0.0; //////////////////////////////// //////////////////////////////// OTHER STUFF //////////////////////////////// #ifdef WORLD gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO); #endif // gl_FragData[4].x = 0; // #ifdef ENTITIES // gl_FragData[4].x = 1; // #endif }