#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec3 WsunVec; flat varying vec2 TAA_Offset; #include "/lib/res_params.glsl" #include "lib/Shadow_Params.glsl" uniform sampler2D depthtex1; uniform sampler2D colortex1; uniform sampler2D colortex6; // Noise uniform sampler2D colortex8; // Noise uniform sampler2D colortex15; // Noise uniform sampler2D shadow; uniform sampler2D noisetex; uniform vec3 sunVec; uniform vec2 texelSize; uniform float frameTimeCounter; uniform float rainStrength; uniform int frameCounter; uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform vec3 cameraPosition; uniform float viewWidth; uniform float aspectRatio; uniform float viewHeight; uniform float far; uniform float near; #define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0) #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 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } 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)*alpha; } // float interleaved_gradientNoise(){ // vec2 coord = gl_FragCoord.xy; // float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+ 1.0/1.6180339887 * frameCounter) ; // return noise; // } // float interleaved_gradientNoise2(){ // vec2 alpha = vec2(0.75487765, 0.56984026); // vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter; // float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); // return noise; // } 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 ; } 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 ; } 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 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); } vec2 R2_samples(int n){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha * n); } vec2 tapLocation_alternate( int sampleNumber, float spinAngle, int nb, float nbRot, float r0 ){ float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb))); float angle = alpha * (nbRot * 3.14) ; float ssR = alpha + spinAngle*3.14; float sin_v, cos_v; sin_v = sin(angle); cos_v = cos(angle); return vec2(cos_v, sin_v)*ssR; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } // Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice // https://www.complementary.dev/reimagined // https://github.com/gri573 void GriAndEminShadowFix( inout vec3 WorldPos, vec3 FlatNormal, float VanillaAO, float SkyLightmap, bool Entities ){ float DistanceOffset = clamp(0.1 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ; vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away. // stop lightleaking if(SkyLightmap < 0.1 && !Entities) { WorldPos += mix(Bias, 0.5 * (0.5 - fract(WorldPos + cameraPosition + FlatNormal*0.01 ) ), VanillaAO) ; }else{ WorldPos += Bias; } } void main() { /* DRAWBUFFERS:3 */ vec2 texcoord = gl_FragCoord.xy*texelSize; float z = texture2D(depthtex1,texcoord).x; vec2 tempOffset=TAA_Offset; vec4 data = texture2D(colortex1,texcoord); vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); vec3 normal = mat3(gbufferModelViewInverse) * clamp(worldToView( decode(dataUnpacked0.yw) ),-1.,1.); vec2 lightmap = dataUnpacked1.yz; bool translucent = abs(dataUnpacked1.w-0.5) <0.01; bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // Weak translucency bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency bool entities = abs(dataUnpacked1.w-0.45) <0.01; // Weak translucency bool hand = abs(dataUnpacked1.w-0.75) <0.01; float minshadowfilt = Min_Shadow_Filter_Radius; float maxshadowfilt = Max_Shadow_Filter_Radius; float vanillAO = clamp(pow(1-texture2D(colortex15,texcoord).a*2,4),0,1) ; if(lightmap.y < 0.1 && !entities){ // minshadowfilt *= vanillAO; maxshadowfilt = mix(minshadowfilt ,maxshadowfilt, vanillAO); } #ifdef LabPBR_subsurface_scattering float SpecularTex = texture2D(colortex8,texcoord).z; float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0); #else float LabSSS = 0.0; #endif #ifndef Variable_Penumbra_Shadows if (translucent && !hand) minshadowfilt += 25; #endif gl_FragData[0] = vec4(minshadowfilt, 0.1, 0.0, 0.0); if (z < 1.0){ // if( translucent || translucent2) if (!hand){ float NdotL = clamp(dot(normal,WsunVec),0.0,1.0); vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z)); #ifdef Variable_Penumbra_Shadows if (NdotL > 0.000 || LabSSS > 0.0 || translucent || translucent2 || translucent3 || translucent4) { vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; //do shadows only if on shadow map if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ 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; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5); float mult = maxshadowfilt; float avgBlockerDepth = 0.0; vec2 scales = vec2(0.0,Max_Filter_Depth); float blockerCount = 0.0; float rdMul = distortFactor*(1.0+mult)*d0*k/shadowMapResolution; float diffthreshM = diffthresh*mult*d0*k/20.; float avgDepth = 0.0; int seed = (frameCounter%40000) + (1+frameCounter); float randomDir = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).g) * 1.61803398874 ; for(int i = 0; i < VPS_Search_Samples; i++){ // vec2 offsetS = tapLocation(i,VPS_Search_Samples,1.61803398874 , blueNoise(),0.0); vec2 offsetS = tapLocation_alternate(i, 0.0, 7, 20, randomDir); float weight = 3.0 + (i+blueNoise() ) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7; float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x; float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d); blockerCount += b; avgDepth += max(projectedShadowPosition.z - d, 0.0)*1000.; avgBlockerDepth += d * b; } gl_FragData[0].g = avgDepth / VPS_Search_Samples; gl_FragData[0].b = blockerCount / VPS_Search_Samples; if (blockerCount >= 0.9){ avgBlockerDepth /= blockerCount; float ssample = max(projectedShadowPosition.z - avgBlockerDepth,0.0)*1500.0; gl_FragData[0].r = clamp(ssample, scales.x, scales.y)/(scales.y)*(mult-minshadowfilt)+minshadowfilt; } } } #endif } } }