#version 120 //Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog #extension GL_EXT_gpu_shader4 : enable #define Cave_fog // cave fog.... #define CaveFogFallOff 1.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ] #define CaveFogColor_R 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] #define CaveFogColor_G 0.2 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] #define CaveFogColor_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0] // #define display_LUT // aaaaaaaaaaaaaaaaaaaaaaa varying vec2 texcoord; flat varying vec3 zMults; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex7; uniform sampler2D colortex3; // uniform sampler2D colortex4; uniform sampler2D colortex2; uniform sampler2D colortex0; uniform sampler2D noisetex; uniform float frameTimeCounter; uniform int frameCounter; uniform float far; uniform float near; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferProjectionInverse; uniform vec2 texelSize; uniform vec3 cameraPosition; uniform mat4 gbufferModelView; uniform float isWastes; uniform float isWarpedForest; uniform float isCrimsonForest; uniform float isSoulValley; uniform float isBasaltDelta; 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/waterOptions.glsl" #include "lib/volumetricClouds.glsl" float ld(float depth) { return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } #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; } vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){ vec4 vl = vec4(0.0); float sum = 0.0; mat3x3 weights; ivec2 posD = ivec2(coord/2.0)*2; ivec2 posVl = ivec2(coord/2.0); float dz = zMults.x; ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2; //pos = ivec2(1,-1); ivec2 tcDepth = posD + ivec2(-4,-4) + pos*2; 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(-4,0) + pos*2; 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*2; 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,-4) + pos*2; 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; } float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } void main() { /* DRAWBUFFERS:73 */ //3x3 bilateral upscale from half resolution float z = texture2D(depthtex0,texcoord).x; float z2 = texture2D(depthtex1,texcoord).x; float frDepth = ld(z); vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth); vec4 transparencies = texture2D(colortex2,texcoord); vec4 trpData = texture2D(colortex7,texcoord); bool iswater = trpData.a > 0.99; vec2 refractedCoord = texcoord; vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z)); vec3 fragpos2 = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2)); // vec3 np3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition; vec3 p3 = mat3(gbufferModelViewInverse) * fragpos; vec3 np3 = normVec(p3); if (iswater){ float norm = getWaterHeightmap(np3.xz*1.71, 4.0, 0.25, 1.0); float displ = norm/(length(fragpos)/far)/35.; refractedCoord += displ; if (texture2D(colortex7,refractedCoord).a < 0.99) refractedCoord = texcoord; } vec3 color = texture2D(colortex3,refractedCoord).rgb; if (frDepth > 2.5/far || transparencies.a < 0.99) // Discount fix for transparencies through hand color = color*(1.0-transparencies.a)+transparencies.rgb*10.; 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; // vec3 fogColor = clamp(gl_Fog.color.rgb*pow(luma(gl_Fog.color.rgb),-0.75)*0.65,0.0,1.0)*0.05; /// lightnign flashes fog // if (isEyeInWater == 0){ // vec3 lightSource = normalize(WsunVec); // vec3 viewspace_sunvec = mat3(gbufferModelView) * lightSource; // float SdotV = dot(normalize(viewspace_sunvec), normalize(fragpos)); // float lightning_shine = clamp(phaseg(SdotV, 0.35) ,0,1); // vec3 flashingfogCol = SunCol * 0.25; // float flashingfogdist = clamp(pow(length(fragpos)/far,5.), 0.0, 1.0) ; // color.rgb += flashingfogCol * lightning_shine * flashingfogdist; // // vl.a *= 1.0 - sqrt(flashingfogdist); // } // underwater fog if (isEyeInWater == 1){ // color.rgb *= exp(-length(fragpos)/2*totEpsilon); // vl.a *= (dot(exp(-length(fragpos)/1.2*totEpsilon),vec3(0.2,0.7,0.1)))*0.5+0.5; float fogfade = clamp(exp(-length(fragpos) /12 ) ,0.0,1.0); float fogcolfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0); color.rgb *= fogfade; color.rgb = color.rgb * (1.0 + vec3(0.0,0.1,0.2) * 12 * (1.0 - fogfade)) + (vec3(0.0,0.1,0.2) * 0.5 * (1.0 - fogfade))*fogcolfade; vl.a *= fogfade*0.75 +0.25; } /// 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); // 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); // float BiomeParams = isWastes + isWarpedForest + isCrimsonForest + isSoulValley + isBasaltDelta ; color += vl.rgb; gl_FragData[0].r = vl.a; gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0); gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0); #ifdef display_LUT gl_FragData[1].rgb = texture2D(colortex4,texcoord*0.45).rgb * 0.000035; #endif }