#include "/lib/settings.glsl" #include "/lib/res_params.glsl" varying vec4 lmtexcoord; varying vec4 color; #ifdef OVERWORLD_SHADER const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadow; uniform float lightSign; flat varying vec3 WsunVec; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; #endif flat varying float HELD_ITEM_BRIGHTNESS; const bool colortex4MipmapEnabled = true; uniform sampler2D noisetex; uniform sampler2D depthtex1; uniform sampler2D colortex5; uniform sampler2D texture; uniform sampler2D specular; uniform sampler2D normals; varying vec4 tangent; varying vec4 normalMat; varying vec3 binormal; varying vec3 flatnormal; varying vec3 viewVector; uniform vec3 sunVec; uniform float near; // uniform float far; uniform float sunElevation; uniform int isEyeInWater; uniform float rainStrength; uniform float skyIntensityNight; uniform float skyIntensity; uniform int frameCounter; uniform float frameTimeCounter; uniform vec2 texelSize; uniform int framemod8; uniform mat4 gbufferPreviousModelView; uniform vec3 previousCameraPosition; uniform float moonIntensity; uniform float sunIntensity; uniform vec3 sunColor; uniform vec3 nsunColor; #include "/lib/Shadow_Params.glsl" #include "/lib/color_transforms.glsl" #include "/lib/projections.glsl" #include "/lib/sky_gradient.glsl" #include "/lib/waterBump.glsl" #include "/lib/stars.glsl" #ifdef OVERWORLD_SHADER flat varying float Flashing; #include "/lib/lightning_stuff.glsl" #include "/lib/volumetricClouds.glsl" #else uniform sampler2D colortex4; uniform float nightVision; #endif #ifdef END_SHADER #include "/lib/end_fog.glsl" #endif #include "/lib/diffuse_lighting.glsl" float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } float R2_dither(){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ; } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy + (frameCounter%40000); // vec2 coord = gl_FragCoord.xy + frameTimeCounter; // vec2 coord = gl_FragCoord.xy; float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); return noise ; } float interleaved_gradientNoise(float temporal){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal); return noise; } 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.); #define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0] #define PW_POINTS 1 //[2 4 6 8 16 32] vec3 getParallaxDisplacement(vec3 posxz, float iswater,float bumpmult,vec3 viewVec) { float waveZ = mix(20.0,0.25,iswater); float waveM = mix(0.0,4.0,iswater); vec3 parallaxPos = posxz; vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH; float waterHeight = getWaterHeightmap(posxz.xz, waveM, waveZ, iswater) ; parallaxPos.xz += waterHeight * vec; return parallaxPos; } vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ float bumpmult = 1; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); return normalize(bump*tbnMatrix); } // vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort) // { // float alpha = (sampleNumber+jitter)/nb; // float angle = jitter*6.28 + alpha * nbRot * 6.28; // float sin_v, cos_v; // sin_v = sin(angle); // cos_v = cos(angle); // return vec2(cos_v, sin_v)*sqrt(alpha); // } vec2 tapLocation_simple( int samples, int totalSamples, float rotation, float rng ){ const float PI = 3.141592653589793238462643383279502884197169; float alpha = float(samples + rng) * (1.0 / float(totalSamples)); float angle = alpha * (rotation * PI); float sin_v = sin(angle); float cos_v = cos(angle); return vec2(cos_v, sin_v) * sqrt(alpha); } 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)); } 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)); } vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater){ float quality = mix(15,SSR_STEPS,fresnel); 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) + stepv*dither; float minZ = clipPosition.z; float maxZ = spos.z+stepv.z*0.5; spos.xy += offsets[framemod8]*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 // float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0); #ifdef HAND vec2 testthing = spos.xy*texelSize; // fix for ssr on hand #else vec2 testthing = spos.xy/texelSize/4.0; #endif float sp = sqrt((texelFetch2D(colortex4,ivec2(testthing),0).a+0.1)/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 minZ = maxZ-(0.0001/dist)/ld(spos.z); if(inwater) minZ = maxZ-0.0004/ld(spos.z); maxZ += stepv.z; } return vec3(1.1); } vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) { r = pow(r,2.5); // r*=r; 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); vec3 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); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* RENDERTARGETS:2,7,11,14 */ void main() { if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) { vec2 tempOffset = offsets[framemod8]; vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; //////////////////////////////// //////////////////////////////// ALBEDO //////////////////////////////// gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color; vec3 Albedo = toLinear(gl_FragData[0].rgb); float UnchangedAlpha = gl_FragData[0].a; float iswater = normalMat.w; #ifdef HAND iswater = 0.1; #endif #ifdef Vanilla_like_water if (iswater > 0.95){ Albedo *= sqrt(luma(Albedo)); // Albedo = toLinear( gl_FragData[0].rgb * sqrt(luma(gl_FragData[0].rgb))); } #else if (iswater > 0.95){ Albedo = vec3(0.0); gl_FragData[0].a = 1.0/255.0; } #endif vec4 COLORTEST = vec4(Albedo, UnchangedAlpha); #ifdef BIOME_TINT_WATER if (iswater > 0.95) COLORTEST.rgb = color.rgb; #endif //////////////////////////////// //////////////////////////////// NORMAL //////////////////////////////// vec3 normal = normalMat.xyz; vec2 TangentNormal = vec2(0); // for refractions 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); vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba; NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ; TangentNormal = NormalTex.xy*0.5+0.5; normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0); #ifndef HAND if (iswater > 0.95){ float bumpmult = WATER_WAVE_STRENGTH; vec3 bump = vec3(0); vec3 posxz = feetPlayerPos+cameraPosition; posxz.xz -= posxz.y; posxz.xyz = getParallaxDisplacement(posxz,iswater,bumpmult,normalize(tbnMatrix*viewPos)) ; bump = normalize(getWaveHeight(posxz.xz,iswater)); TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); normal = normalize(bump * tbnMatrix); } #endif gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha); vec3 WS_normal = viewToWorld(normal); //////////////////////////////// //////////////////////////////// DIFFUSE LIGHTING //////////////////////////////// vec2 lightmap = lmtexcoord.zw; #ifndef OVERWORLD_SHADER lightmap.y = 1.0; #endif #ifdef Hand_Held_lights lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); #endif vec3 Indirect_lighting = vec3(0.0); vec3 Direct_lighting = vec3(0.0); #ifdef OVERWORLD_SHADER float NdotL = clamp(dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse))),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); float Shadows = 0.0; bool inShadowmapBounds = false; vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; // mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir); // vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos_shadow + Custom_ViewMatrix[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; bool ShadowBounds = false; if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(feetPlayerPos_shadow) < max(shadowDistance - 20,0.0); if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0; // sample shadows only if on shadow map if(ShadowBounds){ if (NdotL > 0.0){ Shadows = 0.0; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); #ifndef HAND #ifdef BASIC_SHADOW_FILTER const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95); float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor; float diffthresh = distortThresh/6000.0*threshMul; float rdMul = 4.0/shadowMapResolution; float noise = blueNoise(); int SampleCount = 7; for(int i = 0; i < SampleCount; i++){ // vec2 offsetS = tapLocation(i,SampleCount,1.618,noise,0.0); vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5; float weight = 1.0+(i+noise)*rdMul/9.0*shadowMapResolution; float isShadow = shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, -diffthresh*weight)).x / SampleCount; Shadows += isShadow; } #else Shadows = shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0,0.0001)).x; #endif #else Shadows = shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0,0.0005)).x; #endif } inShadowmapBounds = true; } // if(!inShadowmapBounds && !iswater) Shadows = min(max(lightmap.y-0.8, 0.0) * 25,1.0); if(!inShadowmapBounds) Shadows = 1.0; Shadows *= GetCloudShadow(feetPlayerPos); Direct_lighting = (lightCol.rgb/80.0) * NdotL * Shadows; vec3 AmbientLightColor = averageSkyCol_Clouds; vec3 ambientcoefs = WS_normal / dot(abs(WS_normal), vec3(1)); float SkylightDir = ambientcoefs.y*1.5; float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.25); AmbientLightColor *= skylight; // float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + viewToWorld(normal).y, 0.25) * 1.35; // Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight); #endif #ifdef NETHER_SHADER WS_normal.xz = -WS_normal.xz; vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb / 15; vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 15; vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 15; up *= pow( max( WS_normal.y, 0), 2); down *= pow( max(-WS_normal.y, 0), 2); AmbientLightColor += up + down; #endif #ifdef END_SHADER float fresnelGlow = pow(clamp(1.5 + dot(WS_normal, normalize(feetPlayerPos))*0.5,0,2),2); vec3 AmbientLightColor = (vec3(0.5,0.75,1.0) *0.9 + 0.1)* fresnelGlow; float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0); vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds); float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0; vec3 lightColors = LightSourceColors(vortexBounds, lightningflash); float NdotL = clamp(dot(WS_normal, normalize(-lightPos))*0.5+0.5,0.0,1.0); NdotL *= NdotL; Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL; #endif Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy); // Albedo = Albedo * exp2( (clamp(-dot(normal, normalize(viewPos)),0.0,1.0)) * -10.0);//pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0); vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo; #ifdef Glass_Tint FinalColor *= min(pow(gl_FragData[0].a,2.0),1.0); #endif //////////////////////////////// //////////////////////////////// SPECULAR //////////////////////////////// #ifdef DAMAGE_BLOCK_EFFECT #undef WATER_REFLECTIONS #endif #ifdef WATER_REFLECTIONS vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg; SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02); float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05); float f0 = SpecularTex.g; // roughness = 0.0; // f0 = 0.9; if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){ vec3 Reflections_Final = vec3(0.0); vec4 Reflections = vec4(0.0); vec3 SkyReflection = vec3(0.0); vec3 SunReflection = vec3(0.0); float indoors = clamp((lightmap.y-0.6)*5.0, 0.0,1.0); vec3 reflectedVector = reflect(normalize(viewPos), normal); float normalDotEye = dot(normal, normalize(viewPos)); float fresnel = pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0); #ifdef SNELLS_WINDOW // snells window looking thing if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0); #endif fresnel = mix(f0, 1.0, fresnel); // Sun, Sky, and screen-space reflections #ifdef OVERWORLD_SHADER #ifdef WATER_SUN_SPECULAR SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), roughness, vec3(f0)); #endif #ifdef WATER_BACKGROUND_SPECULAR SkyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0; if(isEyeInWater == 1) SkyReflection = vec3(0.0); #endif #else #ifdef WATER_BACKGROUND_SPECULAR SkyReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0; if(isEyeInWater == 1) SkyReflection = vec3(0.0); #endif #endif #ifdef SCREENSPACE_REFLECTIONS if(iswater > 0.0){ vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1); if (rtPos.z < 1.){ 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 float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1); Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a); Reflections_Final = mix(FinalColor, Reflections_Final, fresnel); Reflections_Final += SunReflection; gl_FragData[0].rgb = Reflections_Final; //correct alpha channel with fresnel gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel); if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.); } else { gl_FragData[0].rgb = FinalColor; } #else gl_FragData[0].rgb = FinalColor; #endif #ifndef HAND gl_FragData[1] = vec4(Albedo, iswater); #endif gl_FragData[3].a = max(lmtexcoord.w*blueNoise()*0.05 + lmtexcoord.w,0.0); } }