#include "/lib/settings.glsl" flat varying vec3 zMults; flat varying vec2 TAA_Offset; flat varying vec3 skyGroundColor; uniform sampler2D noisetex; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D depthtex2; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; uniform sampler2D colortex5; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex8; uniform sampler2D colortex9; uniform sampler2D colortex10; uniform sampler2D colortex11; // uniform sampler2D colortex12; uniform sampler2D colortex13; uniform sampler2D colortex15; uniform vec2 texelSize; #if defined NETHER_SHADER || defined END_SHADER uniform sampler2D colortex4; #endif flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) flat varying vec3 WsunVec; uniform vec3 sunVec; uniform float frameTimeCounter; uniform int frameCounter; uniform float far; uniform float near; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferProjection; uniform mat4 gbufferPreviousProjection; uniform vec3 cameraPosition; uniform vec3 previousCameraPosition; uniform int isEyeInWater; uniform ivec2 eyeBrightnessSmooth; uniform ivec2 eyeBrightness; uniform float rainStrength; uniform float blindness; uniform float darknessFactor; uniform float darknessLightFactor; #include "/lib/waterBump.glsl" #include "/lib/res_params.glsl" #ifdef OVERWORLD_SHADER #include "/lib/sky_gradient.glsl" #include "/lib/lightning_stuff.glsl" #include "/lib/volumetricClouds.glsl" #endif #ifndef OVERWORLD_SHADER #include "/lib/climate_settings.glsl" #endif #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) float ld(float depth) { return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } 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); } 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; } // #include "/lib/specular.glsl" vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){ coord = coord; vec4 vl = vec4(0.0); float sum = 0.0; mat3x3 weights; const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION); ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION)*scaling; ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION); float dz = zMults.x; ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2; //pos = ivec2(1,-1); ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling; 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(-2,0) * scaling + pos * scaling; 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 * scaling; 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,-2) * scaling + pos * scaling; 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 blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } vec4 blueNoise(vec2 coord){ return texelFetch2D(colortex6, ivec2(coord )%512 , 0); } vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } /// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595 void applyContrast(inout vec3 color, float contrast){ color = ((color - 0.5) * max(contrast, 0.0)) + 0.5; } void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){ vec2 UnalteredTexcoord = Texcoord; Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE ); float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g; if(DistortedAlpha <= 0.001) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents } uniform float eyeAltitude; void main() { /* DRAWBUFFERS:73 */ ////// --------------- SETUP STUFF --------------- ////// vec2 texcoord = gl_FragCoord.xy*texelSize; float z = texture2D(depthtex0,texcoord).x; float z2 = texture2D(depthtex1,texcoord).x; float frDepth = ld(z2); vec2 tempOffset = TAA_Offset; vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z)); vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2)); vec3 p3 = mat3(gbufferModelViewInverse) * fragpos; vec3 np3 = normVec(p3); float linearDistance = length(p3); float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0); float lightleakfixfast = clamp(eyeBrightness.y/240.,0.0,1.0); ////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- ////// vec3 data = texture2D(colortex11,texcoord).rgb; vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ; vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ; vec4 albedo = vec4(unpack0.ba,unpack1.rg); vec2 tangentNormals = unpack0.xy*2.0-1.0; if(albedo.a <= 0.0) tangentNormals = vec2(0.0); vec4 TranslucentShader = texture2D(colortex2, texcoord); ////// --------------- UNPACK MISC --------------- ////// float trpData = texture2D(colortex7,texcoord).a; ////// --------------- MASKS/BOOLEANS --------------- ////// bool iswater = trpData > 0.99; float translucentAlpha = trpData; ////// --------------- get volumetrics vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth); float bloomyFogMult = 1.0; ////// --------------- distort texcoords as a refraction effect vec2 refractedCoord = texcoord; #ifdef Refraction ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z)); #endif ////// --------------- MAIN COLOR BUFFER vec3 color = texture2D(colortex3, refractedCoord).rgb; ////// --------------- BLEND TRANSLUCENT GBUFFERS //////////// and do border fog on opaque and translucents #if defined BorderFog float fog = exp(-50.0 * pow(clamp(1.0-linearDistance/far,0.0,1.0),2.0)); fog *= exp(-10.0 * pow(clamp(np3.y,0.0,1.0)*4.0,2.0)); if(z >= 1.0 || isEyeInWater != 0) fog = 0.0; if(lightleakfixfast < 1.0) fog *= lightleakfix; #ifdef SKY_GROUND vec3 borderFogColor = skyGroundColor; #else vec3 borderFogColor = skyFromTex(np3, colortex4)/30.0; #endif color.rgb = mix(color.rgb, borderFogColor, fog); #endif if (TranslucentShader.a > 0.0){ #ifdef Glass_Tint if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0); #endif color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb; #ifdef BorderFog color.rgb = mix(color.rgb, borderFogColor, fog); #endif } ////// --------------- VARIOUS FOG EFFECTS (behind volumetric fog) //////////// blindness, nightvision, liquid fogs and misc fogs #if defined OVERWORLD_SHADER && defined CAVE_FOG if (isEyeInWater == 0 && eyeAltitude < 1500 && lightleakfix < 1.0){ float cavefog = clamp( pow(linearDistance / far, CaveFogFallOff) ,0.0,1.0); cavefog = cavefog*0.95 + clamp( pow(1.0 - exp((linearDistance / far) * -5), 2.0) ,0.0,1.0)*0.05; cavefog *= exp(-30.0*(pow(clamp(np3.y-0.5,0.0,1.0),2.0))); // create a hole in the fog above, so the sky is a little visible. vec3 cavefogCol = vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B); cavefogCol *= clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0); // apply a vertical gradient to the fog color #ifdef PER_BIOME_ENVIRONMENT BiomeFogColor(cavefogCol); #endif color.rgb = mix(color.rgb, cavefogCol, cavefog * (1-lightleakfix)); } #endif ////// --------------- Distance fog for the end shader #ifdef END_SHADER if (isEyeInWater == 0){ vec3 hazeColor = vec3(0.3,0.75,1.0) * 0.3; float hazeDensity = clamp(1.0 - linearDistance / max(far, 32.0 * 24.0),0.0,1.0); color.rgb = mix(hazeColor, color.rgb, hazeDensity) ; } #endif ////// --------------- underwater fog if (isEyeInWater == 1){ float dirtAmount = Dirt_Amount; vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B); vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B); vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon; vec3 fogfade = clamp( exp( (linearDistance / -4) * totEpsilon ) ,0.0,1.0); fogfade *= 1.0 - clamp( linearDistance / far,0.0,1.0); color.rgb *= fogfade; bloomyFogMult *= 0.3; } ////// --------------- BLEND FOG INTO SCENE //////////// apply VL fog over opaque and translucents color *= vl.a; color += vl.rgb; ////// --------------- VARIOUS FOG EFFECTS (in front of volumetric fog) //////////// blindness, nightvision, liquid fogs and misc fogs ////// --------------- bloomy rain effect #ifdef OVERWORLD_SHADER float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0); #endif ////// --------------- lava. if (isEyeInWater == 2){ color.rgb = vec3(4.0,0.5,0.1); } ///////// --------------- powdered snow if (isEyeInWater == 3){ color.rgb = mix(color.rgb,vec3(10,15,20),clamp(linearDistance*0.5,0.,1.)); bloomyFogMult = 0.0; } ////// --------------- blidnesss color.rgb *= mix(1.0,clamp( exp(pow(linearDistance*(blindness*0.2),2) * -5),0.,1.) , blindness); //////// --------------- darkness effect color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor); ////// --------------- FINALIZE #ifdef display_LUT vec2 movedTC = texcoord; vec3 thingy = texture2D(colortex4,movedTC).rgb / 30; if(luma(thingy) > 0.0){ color.rgb = thingy; vl.a = 1.0; } #endif gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0); }