#version 120 #extension GL_EXT_gpu_shader4 : enable //Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps #define Ambient_Mult 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.5 2.0 3.0 4.0 5.0 6.0 10.0] #define Sky_Brightness 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.5 2.0 3.0 4.0 5.0 6.0 10.0] #define MIN_LIGHT_AMOUNT 1.0 //[0.0 0.5 1.0 1.5 2.0 3.0 4.0 5.0] #define TORCH_AMOUNT 1.0 //[0.0 0.5 0.75 1. 1.2 1.4 1.6 1.8 2.0] #define TORCH_R 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] #define TORCH_G 0.75 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] #define TORCH_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] flat varying vec3 ambientUp; flat varying vec3 ambientLeft; flat varying vec3 ambientRight; flat varying vec3 ambientB; flat varying vec3 ambientF; flat varying vec3 ambientDown; flat varying vec3 lightSourceColor; flat varying vec3 sunColor; flat varying vec3 sunColorCloud; flat varying vec3 moonColor; flat varying vec3 moonColorCloud; flat varying vec3 zenithColor; flat varying vec3 avgSky; flat varying vec2 tempOffsets; flat varying float exposure; flat varying float rodExposure; flat varying float avgBrightness; flat varying float exposureF; flat varying float fogAmount; flat varying float VFAmount; uniform sampler2D colortex4; uniform sampler2D noisetex; uniform int frameCounter; uniform float rainStrength; uniform float eyeAltitude; uniform vec3 sunVec; uniform vec2 texelSize; uniform float frameTimeCounter; uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferPreviousProjection; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform float sunElevation; uniform vec3 cameraPosition; uniform float far; uniform ivec2 eyeBrightnessSmooth; #include "/lib/util.glsl" #include "/lib/ROBOBO_sky.glsl" vec3 toShadowSpaceProjected(vec3 p3){ p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz; p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz; p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz; return p3; } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+frameCounter/1.6180339887); return noise; } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.); const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0); void main() { /* DRAWBUFFERS:4 */ gl_FragData[0] = vec4(0.0); float minLight = MIN_LIGHT_AMOUNT * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.); vec3 minLight_col = MIN_LIGHT_AMOUNT * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.) * vec3(0.8,0.9,1.0); //Lightmap for forward shading (contains average integrated sky color across all faces + torch + min ambient) vec3 avgAmbient = (ambientUp + ambientLeft + ambientRight + ambientB + ambientF + ambientDown)/6.; if (gl_FragCoord.x < 17. && gl_FragCoord.y < 17.){ float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5); torchLut = torchLut+0.712; float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0); torch_lightmap = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.; float sky_lightmap = (Slightmap[int(gl_FragCoord.y)]-14.0)/235.; sky_lightmap = pow(sky_lightmap,1.4); vec3 ambient = avgAmbient*sky_lightmap+torch_lightmap*vec3(TORCH_R,TORCH_G,TORCH_B)*TORCH_AMOUNT; gl_FragData[0] = vec4(ambient*Ambient_Mult,1.0); } //Lightmap for deferred shading (contains only torch + min ambient) if (gl_FragCoord.x < 17. && gl_FragCoord.y > 19. && gl_FragCoord.y < 19.+17. ){ float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5); torchLut = torchLut+0.712; float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0); float ambient = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.; float sky_lightmap = (Slightmap[int(gl_FragCoord.y-19.0)]-14.0)/235./150.; gl_FragData[0] = vec4(sky_lightmap,ambient,minLight,1.0)*Ambient_Mult; } //Save light values if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientUp,1.0); if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientDown,1.0); if (gl_FragCoord.x > 2. && gl_FragCoord.x < 3. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientLeft,1.0); if (gl_FragCoord.x > 3. && gl_FragCoord.x < 4. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientRight,1.0); if (gl_FragCoord.x > 4. && gl_FragCoord.x < 5. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientB,1.0); if (gl_FragCoord.x > 5. && gl_FragCoord.x < 6. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(ambientF,1.0); if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(lightSourceColor,1.0); if (gl_FragCoord.x > 7. && gl_FragCoord.x < 8. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(avgAmbient,1.0); //Sky gradient (no clouds) const float pi = 3.141592653589793238462643383279502884197169; if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){ gl_FragData[0] = vec4(vec3(1.0,0.4,0.12)*100.,1.0); } //Temporally accumulate sky and light values vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb; vec3 curr = gl_FragData[0].rgb*150.; gl_FragData[0].rgb = clamp(mix(temp,curr,0.06),0.0,65000.); //Exposure values if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(exposure,avgBrightness,exposureF,1.0); if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(rodExposure,0.0,0.0,1.0); }