#extension GL_EXT_gpu_shader4 : enable #extension GL_ARB_shader_texture_lod : enable #include "lib/settings.glsl" #ifndef USE_LUMINANCE_AS_HEIGHTMAP #ifndef MC_NORMAL_MAP #undef POM #endif #endif #ifdef POM #define MC_NORMAL_MAP #endif varying float VanillaAO; const float mincoord = 1.0/4096.0; const float maxcoord = 1.0-mincoord; const float MAX_OCCLUSION_DISTANCE = MAX_DIST; const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9; const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS; uniform vec2 texelSize; uniform int framemod8; #ifdef POM varying vec4 vtexcoordam; // .st for add, .pq for mul varying vec4 vtexcoord; #endif #include "/lib/res_params.glsl" varying vec4 lmtexcoord; varying vec4 color; varying vec4 NoSeasonCol; varying vec4 seasonColor; uniform float far; varying vec4 normalMat; #ifdef MC_NORMAL_MAP varying vec4 tangent; uniform float wetness; uniform sampler2D normals; uniform sampler2D specular; varying vec3 FlatNormals; #endif #ifdef POM vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias); #endif flat varying int lightningBolt; uniform sampler2D texture; uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16 uniform float frameTimeCounter; uniform int frameCounter; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelView; uniform mat4 gbufferProjection; uniform mat4 gbufferModelViewInverse; uniform vec3 cameraPosition; uniform float rainStrength; uniform sampler2D noisetex;//depth uniform sampler2D depthtex0; in vec3 test_motionVectors; varying vec4 materialMask; flat varying vec4 TESTMASK; // float interleaved_gradientNoise(){ // return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521); // } float interleaved_gradientNoise(){ 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 blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } 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) ; } vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; return fract( a * constant1 ) * constant2 ; } mat3 inverse(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } #ifdef MC_NORMAL_MAP // vec3 applyBump(mat3 tbnMatrix, vec3 bump){ // float bumpmult = 1.0; // bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); // return normalize(bump*tbnMatrix); // } vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ float bumpmult = clamp(puddle_values,0.0,1.0); bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); return normalize(bump*tbnMatrix); } #endif //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } #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 toClipSpace3(vec3 viewSpacePosition) { return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } #ifdef POM vec4 readNormal(in vec2 coord) { return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } vec4 readTexture(in vec2 coord) { return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy); } #endif 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); } 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.); vec3 srgbToLinear2(vec3 srgb){ return mix( srgb / 12.92, pow(.947867 * srgb + .0521327, vec3(2.4) ), step( .04045, srgb ) ); } vec3 blackbody2(float Temp) { float t = pow(Temp, -1.5); float lt = log(Temp); vec3 col = vec3(0.0); col.x = 220000.0 * t + 0.58039215686; col.y = 0.39231372549 * lt - 2.44549019608; col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y; col.z = 0.76078431372 * lt - 5.68078431373; col = clamp(col,0.0,1.0); col = Temp < 1000. ? col * Temp * 0.001 : col; return srgbToLinear2(col); } float densityAtPosSNOW(in vec3 pos){ pos /= 18.; pos.xz *= 0.5; vec3 p = floor(pos); vec3 f = fract(pos); f = (f*f) * (3.-2.*f); vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0); vec2 coord = uv / 512.0; vec2 xy = texture2D(noisetex, coord).yx; return mix(xy.r,xy.g, f.y); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* RENDERTARGETS: 1,7,8,13,15 */ void main() { float phi = 2 * 3.14159265359; float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ; vec3 normal = normalMat.xyz; #ifdef MC_NORMAL_MAP vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, tangent.y, tangent2.y, normal.y, tangent.z, tangent2.z, normal.z); #endif vec2 tempOffset=offsets[framemod8]; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition; float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.); float rainfall = 0. ; float Puddle_shape = 0.; float puddle_shiny = 1.; float puddle_normal = 0.; #ifndef ENTITIES #ifdef WORLD #ifdef Puddles rainfall = rainStrength ; // Puddle_shape = (1.0 - max(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size)).b - (1.0-lightmap) ,0.0) * clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0)) * rainfall; Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size) ).b ,5)),0,1)) * lightmap ; Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0); Puddle_shape *= rainfall; // puddle_shiny = clamp( pow(1.0-Puddle_shape,2.0)*2,0.25,1.) * rainfall; // puddle_normal = clamp( pow(Puddle_shape,5.0) * 50. ,0.,1.) * rainfall; #endif #endif #endif #ifdef POM // vec2 tempOffset=offsets[framemod8]; vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st; // vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(fragpos); gl_FragDepth = gl_FragCoord.z; #ifdef WORLD if (dist < MAX_OCCLUSION_DISTANCE) { float depthmap = readNormal(vtexcoord.st).a; if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) { // vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH; vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ; vec3 coord = vec3(vtexcoord.st, 1.0); coord += interval; float sumVec = 0.5; for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) { coord = coord+interval; sumVec += 1; } if (coord.t < mincoord) { if (readTexture(vec2(coord.s,mincoord)).a == 0.0) { coord.t = mincoord; discard; } } adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE)); vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval; // #ifdef Depth_Write_POM gl_FragDepth = toClipSpace3(truePos).z; // #endif } } #endif //////////////////////////////// //////////////////////////////// ALBEDO //////////////////////////////// vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy); #ifdef DISABLE_ALPHA_MIPMAPS Albedo.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a; #endif #ifdef WORLD if (Albedo.a > 0.1) Albedo.a = normalMat.a; else Albedo.a = 0.0; #endif #ifdef HAND if (Albedo.a > 0.1) Albedo.a = 0.75; else Albedo.a = 0.0; #endif //////////////////////////////// //////////////////////////////// NORMAL //////////////////////////////// #ifdef MC_NORMAL_MAP vec3 NormalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb; NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0); normal = applyBump(tbnMatrix,NormalTex, mix(1.0,Puddle_shape,rainfall)); #endif //////////////////////////////// //////////////////////////////// SPECULAR //////////////////////////////// gl_FragData[2] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy); //////////////////////////////// //////////////////////////////// FINALIZE //////////////////////////////// vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0); gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w)); gl_FragData[1].a = 0.0; #else //////////////////////////////// //////////////////////////////// NORMAL //////////////////////////////// #ifdef MC_NORMAL_MAP vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba; NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ; normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1.0-Puddle_shape,rainfall) ); #endif //////////////////////////////// //////////////////////////////// SPECULAR //////////////////////////////// vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rgba; SpecularTex.r = max(SpecularTex.r, Puddle_shape); SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04); gl_FragData[2] = SpecularTex; //////////////////////////////// //////////////////////////////// ALBEDO //////////////////////////////// vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color; #ifdef WhiteWorld Albedo.rgb = vec3(1.0); #endif #ifdef DISABLE_ALPHA_MIPMAPS Albedo.a = texture2DLod(texture,lmtexcoord.xy,0).a; #endif #ifdef Puddles float porosity = 0.35; #ifdef Porosity porosity = specular.z >= 64.5/255.0 ? 0.0 : (specular.z*255.0/64.0)*0.65; #endif if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity); #endif #ifdef WORLD if (Albedo.a > 0.1) Albedo.a = normalMat.a; else Albedo.a = 0.0; #endif #ifdef HAND if (Albedo.a > 0.1) Albedo.a = 0.75; else Albedo.a = 0.0; #endif //////////////////////////////// //////////////////////////////// FINALIZE //////////////////////////////// // #ifndef ENTITIES // if(TESTMASK.r==255) Albedo.rgb = vec3(0); // #endif vec4 data1 = clamp(blueNoise()/255.0 + encode(viewToWorld(normal), lmtexcoord.zw),0.0,1.0); gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w)); #ifdef WORLD gl_FragData[1].a = 0.0; #endif #endif gl_FragData[4] = vec4(FlatNormals* 0.5 + 0.5,VanillaAO); }