#include "/lib/settings.glsl" #include "/lib/util.glsl" #include "/lib/res_params.glsl" #include "/lib/color_transforms.glsl" #include "/lib/projections.glsl" uniform vec2 texelSize; // uniform int moonPhase; uniform float frameTimeCounter; uniform sampler2D noisetex; const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadow; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; #endif uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex12; // uniform sampler2D colortex7; uniform sampler2D colortex4; uniform sampler2D colortex5; #include "/lib/sky_gradient.glsl" #include "/lib/waterBump.glsl" #include "/lib/Shadow_Params.glsl" varying vec4 pos; varying vec4 gcolor; varying vec4 normals_and_materials; varying vec2 lightmapCoords; flat varying int isWater; // uniform float far; uniform float dhFarPlane; uniform float dhNearPlane; uniform vec3 previousCameraPosition; // uniform vec3 cameraPosition; // uniform mat4 gbufferModelView; uniform mat4 gbufferPreviousModelView; // uniform mat4 shadowModelView; // uniform mat4 shadowModelViewInverse; // uniform mat4 shadowProjection; // uniform mat4 shadowProjectionInverse; uniform int frameCounter; // uniform sampler2D colortex4; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; flat varying vec3 WsunVec2; // uniform mat4 dhPreviousProjection; // uniform mat4 dhProjectionInverse; // uniform mat4 dhProjection; #include "/lib/DistantHorizons_projections.glsl" vec3 DH_toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw); vec3 feetPlayerPos = p * 2. - 1.; vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3]; return viewPos.xyz / viewPos.w; } vec3 DH_toClipSpace3(vec3 viewSpacePosition) { return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } uniform float near; float invLinZ (float lindepth){ return -((2.0*near/lindepth)-far-near)/(far-near); } float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } // float DH_ld(float dist) { // return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane)); // } // float DH_invLinZ (float lindepth){ // return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane); // } float DH_ld(float dist) { return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane)); } float DH_inv_ld (float lindepth){ return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane); } float linearizeDepthFast(const in float depth, const in float near, const in float far) { return (near * far) / (depth * (near - far) + far); } uniform int isEyeInWater; uniform float rainStrength; #ifdef OVERWORLD_SHADER #ifdef Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #else vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0); vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0); #endif #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #endif #ifndef OVERWORLD_SHADER #undef WATER_SUN_SPECULAR #endif float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) { r = max(pow(r,2.5), 0.0001); vec3 h = l + v; float hn = inversesqrt(dot(h, h)); float dotLH = clamp(dot(h,l)*hn,0.,1.); float dotNH = clamp(dot(h,n)*hn,0.,1.) ; float dotNL = clamp(dot(n,l),0.,1.); float dotNHsq = dotNH*dotNH; float denom = dotNHsq * r - dotNHsq + 1.; float D = r / (3.141592653589793 * denom * denom); float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH); float k2 = .25 * r; return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2); } uniform int framemod8; #include "/lib/TAA_jitter.glsl" // float DH_ld(float dist) { // return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane)); // } // float DH_invLinZ (float lindepth){ // return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane); // } // float linearizeDepthFast(const in float depth, const in float near, const in float far) { // return (near * far) / (depth * (near - far) + far); // } // uniform float far; vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater){ float quality = mix(5,SSR_STEPS,fresnel); vec3 clipPosition = DH_toClipSpace3(position); float rayLength = ((position.z + dir.z * dhFarPlane*sqrt(3.)) > -dhNearPlane) ? (-dhNearPlane - position.z) / dir.z : dhFarPlane*sqrt(3.); vec3 direction = normalize(DH_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 = clipPosition.z; float maxZ = spos.z+stepv.z*0.5; spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE; for (int i = 0; i <= int(quality); i++) { // float sp = DH_inv_ld(sqrt(texelFetch2D(colortex12,ivec2(spos.xy/texelSize/4),0).a/65000.0)); float sp = DH_inv_ld(sqrt(texelFetch2D(colortex12,ivec2(spos.xy/texelSize/4),0).a/64000.0)); if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp); spos += stepv; //small bias minZ = maxZ-0.0000035/DH_ld(spos.z); maxZ += stepv.z; } return vec3(1.1); } 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 ) ; } vec3 viewToWorld(vec3 viewPos) { vec4 pos; pos.xyz = viewPos; 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)); } vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ float bumpmult = puddle_values; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); // return normalize(bump*tbnMatrix); } #define FORWARD_SPECULAR #define FORWARD_ENVIORNMENT_REFLECTION #define FORWARD_BACKGROUND_REFLECTION #define FORWARD_ROUGH_REFLECTION /* RENDERTARGETS:2,7 */ void main() { if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) { bool iswater = isWater > 0; float material = 0.7; if(iswater) material = 1.0; vec3 normals = normals_and_materials.xyz; vec3 viewPos = pos.xyz; vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; float transition = exp(-25* pow(clamp(1.0 - length(playerPos)/(far-8),0.0,1.0),2)); #ifdef DH_OVERDRAW_PREVENTION #if OVERDRAW_MAX_DISTANCE == 0 float maxOverdrawDistance = far; #else float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE; #endif if(length(playerPos) < clamp(far-16*4, 16, maxOverdrawDistance) ){ discard; return;} #endif if(iswater && abs(normals.y) > 0.0){ vec3 posxz = playerPos+cameraPosition; vec3 bump = normalize(getWaveNormal(posxz, true)); float bumpmult = 10.0 * WATER_WAVE_STRENGTH; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); normals.xz = bump.xy; } normals = worldToView(normals); gl_FragData[0] = gcolor; // float UnchangedAlpha = gl_FragData[0].a; #ifdef WhiteWorld gl_FragData[0].rgb = vec3(0.5); gl_FragData[0].a = 1.0; #endif vec3 Albedo = toLinear(gl_FragData[0].rgb); #ifndef WhiteWorld #ifndef Vanilla_like_water if (iswater){ Albedo = vec3(0.0); gl_FragData[0].a = 1.0/255.0; } #endif #endif // diffuse vec3 Indirect_lighting = vec3(0.0); // vec3 MinimumLightColor = vec3(1.0); // if(isEyeInWater == 1) MinimumLightColor = vec3(10.0); vec3 Direct_lighting = vec3(0.0); #ifdef OVERWORLD_SHADER vec3 DirectLightColor = lightCol.rgb/2400.0; float NdotL = clamp(dot(normals, normalize(WsunVec2)),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); float Shadows = 1.0; #ifdef DISTANT_HORIZONS_SHADOWMAP vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * pos.xyz + gbufferModelViewInverse[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion #ifdef DISTORT_SHADOWMAP float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; #else float distortFactor = 1.0; #endif float smallbias = -0.0035; bool ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0; if(ShadowBounds){ Shadows = 0.0; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); Shadows = shadow2D(shadow, projectedShadowPosition + vec3(0.0,0.0, smallbias)).x; } #endif #ifdef CLOUDS_SHADOWS Shadows *= GetCloudShadow(playerPos + cameraPosition, WsunVec); #endif Direct_lighting = DirectLightColor * NdotL * Shadows; vec3 AmbientLightColor = averageSkyCol_Clouds/900.0; vec3 ambientcoefs = normals_and_materials.xyz / dot(abs(normals_and_materials.xyz), vec3(1.0)); float SkylightDir = ambientcoefs.y*1.5; float skylight = max(pow(viewToWorld(normals_and_materials.xyz).y*0.5+0.5,0.1) + SkylightDir, 0.2); AmbientLightColor *= skylight; #endif #ifndef OVERWORLD_SHADER vec3 AmbientLightColor = vec3(0.5); #endif Indirect_lighting = AmbientLightColor; vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo; // specular #ifdef FORWARD_SPECULAR vec3 Reflections_Final = vec3(0.0); vec4 Reflections = vec4(0.0); vec3 BackgroundReflection = FinalColor; vec3 SunReflection = vec3(0.0); float roughness = 0.035; float f0 = 0.02; // f0 = 0.9; vec3 reflectedVector = reflect(normalize(viewPos), normals); float normalDotEye = dot(normals, normalize(viewPos)); float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0); fresnel = mix(f0, 1.0, fresnel); #ifdef SNELLS_WINDOW if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0); #endif #if defined FORWARD_ENVIORNMENT_REFLECTION && defined DH_SCREENSPACE_REFLECTIONS vec3 rtPos = rayTrace(reflectedVector, viewPos, interleaved_gradientNoise_temporal(), fresnel, false); if (rtPos.z < 1.){ vec3 previousPosition = mat3(gbufferModelViewInverse) * DH_toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition; previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz; previousPosition.xy = projMAD(dhPreviousProjection, 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 #ifdef FORWARD_BACKGROUND_REFLECTION BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 1200.0; #endif #ifdef WATER_SUN_SPECULAR SunReflection = (DirectLightColor * Shadows) * GGX(normalize(normals), -normalize(viewPos), normalize(WsunVec2), roughness, f0) * (1.0-Reflections.a); #endif Reflections_Final = mix(BackgroundReflection, Reflections.rgb, Reflections.a) * fresnel; Reflections_Final += SunReflection; //correct alpha channel with fresnel float alpha0 = gl_FragData[0].a; gl_FragData[0].a = -gl_FragData[0].a * fresnel + gl_FragData[0].a + fresnel; // prevent reflections from being darkened by buffer blending gl_FragData[0].rgb = clamp(FinalColor / gl_FragData[0].a*alpha0*(1.0-fresnel) * 0.1 + Reflections_Final / gl_FragData[0].a * 0.1,0.0,65100.0); if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0); #else gl_FragData[0].rgb = FinalColor*0.1; #endif #ifdef DH_OVERDRAW_PREVENTION float distancefade = min(max(1.0 - length(playerPos)/clamp(far-16*4, 16, maxOverdrawDistance),0.0)*5,1.0); if(texture2D(depthtex0, gl_FragCoord.xy*texelSize).x < 1.0 || distancefade > 0.0){ gl_FragData[0].a = 0.0; material = 0.0; } #endif #if DEBUG_VIEW == debug_DH_WATER_BLENDING if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0); #endif gl_FragData[1] = vec4(Albedo, material); } }