#include "/lib/settings.glsl" #include "/lib/res_params.glsl" flat varying vec4 exposure; flat varying vec2 rodExposureDepth; varying vec2 texcoord; const bool colortex5MipmapEnabled = true; // uniform sampler2D colortex4; uniform sampler2D colortex5; uniform sampler2D colortex3; // uniform sampler2D colortex6; uniform sampler2D colortex7; // uniform sampler2D colortex8; // specular // uniform sampler2D colortex9; // specular uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D noisetex; uniform vec2 texelSize; uniform ivec2 eyeBrightnessSmooth; uniform float viewWidth; uniform float viewHeight; uniform float frameTimeCounter; uniform int frameCounter; uniform int isEyeInWater; uniform float near; uniform float aspectRatio; uniform float far; uniform float rainStrength; uniform float screenBrightness; uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density uniform int hideGUI; 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.); uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferProjectionInverse; vec4 Weather_properties = Moon_Weather_properties; #include "/lib/color_transforms.glsl" #include "/lib/color_dither.glsl" // #include "/lib/biome_specifics.glsl" #include "/lib/bokeh.glsl" float cdist(vec2 coord) { return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0; } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } float ld(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } // uniform float viewWidth; // uniform float viewHeight; // uniform sampler2D depthtex0; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; #endif uniform float dhNearPlane; uniform float dhFarPlane; float linearizeDepthFast(const in float depth, const in float near, const in float far) { return (near * far) / (depth * (near - far) + far); } float bloomWeight(){ float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 ); // float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) ); float result = 0.0; for ( int i = 0; i < 7; i++) { result += weights[i]; } return result; } #define linear_to_srgb(x) (pow(x, vec3(1.0/2.2))) void main() { /* DRAWBUFFERS:7 */ float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.); vec3 col = texture2D(colortex5,texcoord).rgb; #if DOF_QUALITY >= 0 /*--------------------------------*/ float z = ld(texture2D(depthtex1, texcoord.st*RENDER_SCALE).r)*far; #if MANUAL_FOCUS == -2 float focus = rodExposureDepth.y*far; #elif MANUAL_FOCUS == -1 float focus = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #elif MANUAL_FOCUS > 0 float focus = MANUAL_FOCUS; #endif #if DOF_QUALITY < 5 float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0); #ifdef FAR_BLUR_ONLY pcoc *= float(z > focus); #endif // float noise = blueNoise()*6.28318530718; // mat2 noiseM = mat2( cos( noise ), -sin( noise ), // sin( noise ), cos( noise ) // ); vec3 bcolor = vec3(0.); float nb = 0.0; vec2 bcoord = vec2(0.0); /*--------------------------------*/ float dofLodLevel = pcoc * 200.0; for ( int i = 0; i < BOKEH_SAMPLES; i++) { bcolor += texture2DLod(colortex5, texcoord.xy + bokeh_offsets[i]*pcoc*vec2(DOF_ANAMORPHIC_RATIO,aspectRatio), dofLodLevel).rgb; } col = bcolor/BOKEH_SAMPLES; #endif #endif vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.)); #ifdef OLD_BLOOM vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 2.0 / 7.0; float lightScat = clamp((BLOOM_STRENGTH+3) * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0) * vignette; #else vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 3.0 / bloomWeight(); float lightScat = clamp(BLOOM_STRENGTH * 0.5 * pow(exposure.a, 0.2) ,0.0,1.0) * vignette; #endif float VL_abs = texture2D(colortex7, texcoord*RENDER_SCALE).r; #ifdef AUTO_EXPOSURE float purkinje = clamp(exposure.a*exposure.a,0.0,1.0) * clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1); #else float purkinje = clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1); #endif VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0+rainStrength) * (1.0-purkinje*0.3),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0); col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb; // if(hideGUI > 0) col = bloom * lightScat* exposure.rgb; float lum = dot(col, vec3(0.15,0.3,0.55)); float lum2 = dot(col, vec3(0.85,0.7,0.45)); float rodLum = lum2*200.0; float rodCurve = clamp(mix(1.0, rodLum/(2.5+rodLum), purkinje),0.0,1.0); col = mix(lum * vec3(Purkinje_R, Purkinje_G, Purkinje_B) * Purkinje_Multiplier, col, rodCurve); #ifndef USE_ACES_COLORSPACE_APPROXIMATION col = LinearTosRGB(TONEMAP(col)); #else col = col * ACESInputMat; col = TONEMAP(col); col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0)); #endif gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0); #if DOF_QUALITY == 5 #if FOCUS_LASER_COLOR == 0 // Red vec3 laserColor = vec3(25, 0, 0); #elif FOCUS_LASER_COLOR == 1 // Green vec3 laserColor = vec3(0, 25, 0); #elif FOCUS_LASER_COLOR == 2 // Blue vec3 laserColor = vec3(0, 0, 25); #elif FOCUS_LASER_COLOR == 3 // Pink vec3 laserColor = vec3(25, 10, 15); #elif FOCUS_LASER_COLOR == 4 // Yellow vec3 laserColor = vec3(25, 25, 0); #elif FOCUS_LASER_COLOR == 5 // White vec3 laserColor = vec3(25); #endif float depth = texture(depthtex0, texcoord).r; #ifdef DISTANT_HORIZONS float _near = near; float _far = far*4.0; if (depth >= 1.0) { depth = texture2D(dhDepthTex, texcoord).x; _near = dhNearPlane; _far = dhFarPlane; } depth = linearizeDepthFast(depth, _near, _far); #else depth = linearizeDepthFast(depth, near, far); #endif // focus = gl_FragCoord.x * 0.1; if( hideGUI < 1) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focus-abs(depth)) ,0,1),25) ; #endif }