#version 120 //Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec3 zMults; flat varying vec2 TAA_Offset; /* const int colortex11Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4) */ uniform sampler2D noisetex; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; // uniform sampler2D colortex4; uniform sampler2D colortex5; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex8; uniform sampler2D colortex9; uniform sampler2D colortex11; uniform sampler2D colortex13; uniform sampler2D colortex15; uniform vec2 texelSize; flat varying vec3 noooormal; 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 float rainStrength; uniform float blindness; uniform float darknessFactor; uniform float darknessLightFactor; uniform float nightVision; #include "lib/waterBump.glsl" #include "/lib/res_params.glsl" #include "lib/sky_gradient.glsl" #include "lib/volumetricClouds.glsl" // #include "lib/biome_specifics.glsl" #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+frameCounter) % 2 )*2; 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; } void main() { vec2 texcoord = gl_FragCoord.xy*texelSize; /* DRAWBUFFERS:73 */ vec4 transparencies = texture2D(colortex2,texcoord); vec4 trpData = texture2D(colortex7,texcoord); vec4 speculartex = texture2D(colortex8,texcoord); // translucents float sunlight = speculartex.b; bool iswater = trpData.a > 0.99; float translucentAlpha = trpData.a; //3x3 bilateral upscale from half resolution float z = texture2D(depthtex0,texcoord).x; float z2 = texture2D(depthtex1,texcoord).x; float frDepth = ld(z2); vec4 vl = BilateralUpscale(colortex0,depthtex1,gl_FragCoord.xy,frDepth); // vec4 vl = texture2D(colortex0,texcoord * 0.5); vec4 data = texture2D(colortex11,texcoord); // translucents vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) ); vec4 data_terrain = texture2D(colortex1,texcoord); // terraom vec4 dataUnpacked1_terrain = vec4(decodeVec2(data_terrain.z),decodeVec2(data_terrain.w)); bool hand = (abs(dataUnpacked1_terrain.w-0.75) < 0.01); vec2 refractedCoord = texcoord; float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect 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); #ifdef Refraction vec3 worldPos = p3 + cameraPosition; // thank you sixthsurge, though i may be doing stuff weirdly with the tangent, it works... as far as i can tell. vec3 geometryNormal = normalize(cross(dFdx(worldPos), dFdy(worldPos))); vec3 geometryNormal2 = geometryNormal; vec3 tangent = geometryNormal2.y > 0.50 || geometryNormal2.y < -0.50 ? normalize(cross(vec3(0,0,1),geometryNormal)) : normalize(cross(vec3(0.0, 1.0, 0.0), geometryNormal)); // vec3 tangent = normalize(cross(vec3(1.0, 1.0, 1.0), geometryNormal)) ; vec3 bitangent = normalize(cross(tangent, geometryNormal)) ; mat3 tbn = mat3(tangent, bitangent, geometryNormal); vec3 tangentSpaceNormal = normals * tbn; float dist = clamp(ld(fragpos.z)*100,0,0.15); // shrink as distance increases if( translucentAlpha > 0.0) refractedCoord += (tangentSpaceNormal.xy * dist ) * RENDER_SCALE; bool glass = texture2D(colortex7,refractedCoord).a > 0.0 && texture2D(colortex13,texcoord).a > 0.0; if(!glass) refractedCoord = texcoord; #endif // underwater squiggles // if(isEyeInWater == 1 && !iswater) refractedCoord = texcoord + pow(texture2D(noisetex,texcoord - vec2(0,frameTimeCounter/25)).b - 0.5, 2.0)*0.05; vec3 color = texture2D(colortex3,refractedCoord).rgb; if (frDepth > 2.5/far || transparencies.a < 0.99 || !hand) color = color * (1.0-transparencies.a) + transparencies.rgb*10.; // Discount fix for transparencies through hand 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; color *= vl.a ; if(rainDrops > 0.0) { // refractedCoord = mix(refractedCoord, vec2(texcoord.x,texcoord.y * 0.9 + 0.05), rainStrength) ; vl.a *= clamp(exp2(-rainDrops*5),0.,1.); // bloomy rain effect } float lightleakfix = clamp((eyeBrightnessSmooth.y )/240.0,0.0,1.0); //cave fog #ifdef Cave_fog if (isEyeInWater == 0){ float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0); float fogfade = clamp( exp(clamp( np3.y*0.5 +0.5,0,1) * -6.0) ,0.0,1.0); color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor)* clamp( 1.5 - np3.y,0.,1)) ; // color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade) ; } #endif // underwater fog if (isEyeInWater == 1){ float fogfade = clamp(exp(-length(fragpos) /9. ) ,0.0,1.0); color.rgb *= fogfade; vl.a *= fogfade*0.70+0.3 ; } color += vl.rgb; gl_FragData[0].r = vl.a; /// 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(length(fragpos)*0.5,0.,1.)); vl.a = 0.0; } // blidnesss // color.rgb *= mix(1.0, clamp(1.5-pow(length(fragpos2)*(blindness*0.2),2.0),0.0,1.0), blindness); color.rgb *= mix(1.0, clamp( exp(pow(length(fragpos)*(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); gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0); #ifdef display_LUT gl_FragData[1].rgb = texture2D(colortex4,texcoord/2.5).rgb *0.035; #endif // gl_FragData[1].rgb =mix(vec3(0.2,0.5,1), vec3(0,0,0), clamp( exp2(pow(clamp(0.5-np3.y,0,1) ,2)* -0.5) ,0,1)); }