// #version 120 varying vec4 lmtexcoord; varying vec4 color; uniform sampler2D texture; uniform sampler2DShadow shadow; uniform sampler2D gaux1; uniform sampler2D noisetex; uniform vec3 sunVec; flat varying vec3 WsunVec; uniform float frameTimeCounter; uniform ivec2 eyeBrightnessSmooth; uniform vec2 texelSize; uniform float rainStrength; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform vec3 cameraPosition; #include "lib/settings.glsl" #include "lib/Shadow_Params.glsl" #include "/lib/res_params.glsl" #include "lib/sky_gradient.glsl" #include "lib/volumetricClouds.glsl" //faster and actually more precise than pow 2.2 vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } #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; } uniform int framemod8; 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.); float shadow2D_bicubic(sampler2DShadow tex, vec3 sc) { vec2 uv = sc.xy*shadowMapResolution; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = vec2(iuv.x + h0x, iuv.y + h0y)/shadowMapResolution - 0.5/shadowMapResolution; vec2 p1 = vec2(iuv.x + h1x, iuv.y + h0y)/shadowMapResolution - 0.5/shadowMapResolution; vec2 p2 = vec2(iuv.x + h0x, iuv.y + h1y)/shadowMapResolution - 0.5/shadowMapResolution; vec2 p3 = vec2(iuv.x + h1x, iuv.y + h1y)/shadowMapResolution - 0.5/shadowMapResolution; return g0(fuv.y) * (g0x * shadow2D(tex, vec3(p0,sc.z)).x + g1x * shadow2D(tex, vec3(p1,sc.z)).x) + g1(fuv.y) * (g0x * shadow2D(tex, vec3(p2,sc.z)).x + g1x * shadow2D(tex, vec3(p3,sc.z)).x); } float luma(vec3 color) { return dot(color,vec3(0.299, 0.587, 0.114)); } vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } float GetCloudShadow(vec3 eyePlayerPos){ vec3 worldPos = (eyePlayerPos + cameraPosition) - Cloud_Height; vec3 cloudPos = worldPos*Cloud_Size + WsunVec/abs(WsunVec.y) * ((3250 - 3250*0.35) - worldPos.y*Cloud_Size) ; float shadow = getCloudDensity(cloudPos, 1); // float shadow = (getCloudDensity(cloudPos, 1) + HighAltitudeClouds(cloudPos)) / 2.0; shadow = clamp(exp(-shadow*15),0.0,1.0); return shadow ; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:29 */ void main() { vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color; #ifdef WEATHER gl_FragData[1].a = TEXTURE.a; // for bloomy rain #endif #ifndef WEATHER gl_FragData[1].a = 0.0; // for bloomy rain gl_FragData[0] = TEXTURE; vec2 tempOffset = offsets[framemod8]; float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb); gl_FragData[0].rgb = clamp((gl_FragData[0].rgb)*pow(avgBlockLum,-0.33)*0.85,0.0,1.0); vec3 albedo = toLinear(gl_FragData[0].rgb); vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 p3 = mat3(gbufferModelViewInverse) * fragpos; vec3 np3 = normVec(p3); vec3 DirectLightCol = texelFetch2D(gaux1,ivec2(6,37),0).rgb / 127.0; DirectLightCol *= GetCloudShadow(p3); vec3 AmbientLight = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb * 8.0/150.0/3.0; //compute shadows only if not backface float diffuseSun = 0.712; if (diffuseSun > 0.001) { 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){ float diffthresh = 0.0002; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5); float shading = shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2))); DirectLightCol *= shading; } } float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.7) + 0.05 ; float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0); vec3 DirectLight = DirectLightCol * phase * lightleakfix; gl_FragData[0].rgb = (AmbientLight + DirectLight) * albedo; #endif }