mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
250 lines
8.9 KiB
GLSL
250 lines
8.9 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 zenithColor;
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flat varying vec3 sunColor;
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flat varying vec3 sunColorCloud;
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flat varying vec3 moonColor;
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flat varying vec3 moonColorCloud;
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flat varying vec3 lightSourceColor;
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flat varying vec3 avgSky;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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flat varying float avgBrightness;
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flat varying float exposureF;
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flat varying float rodExposure;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float avgL2;
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flat varying float centerDepth;
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uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D depthtex0;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform float nightVision;
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uniform float near;
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uniform float far;
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uniform float frameTime;
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uniform float eyeAltitude;
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uniform int frameCounter;
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uniform int worldTime;
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vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition);
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#include "lib/sky_gradient.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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vec3 rodSample(vec2 Xi)
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{
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float r = sqrt(1.0f - Xi.x*Xi.y);
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float phi = 2 * 3.14159265359 * Xi.y;
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return normalize(vec3(cos(phi) * r, sin(phi) * r, Xi.x)).xzy;
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}
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vec3 cosineHemisphereSample(vec2 Xi)
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{
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float r = sqrt(Xi.x);
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float theta = 2.0 * 3.14159265359 * Xi.y;
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float x = r * cos(theta);
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float y = r * sin(theta);
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return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter)
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{
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float alpha = float(sampleNumber+jitter)/nb;
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float angle = (jitter+alpha) * (nbRot * 6.28);
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float ssR = alpha;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*ssR;
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}
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//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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float tanh(float x){
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return (exp(x) - exp(-x))/(exp(x) + exp(-x));
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}
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float ld(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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void main() {
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gl_Position = ftransform()*0.5+0.5;
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gl_Position.xy = gl_Position.xy*vec2(18.+258*2,258.)*texelSize;
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gl_Position.xy = gl_Position.xy*2.-1.0;
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tempOffsets = R2_samples(frameCounter%10000);
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ambientUp = vec3(0.0);
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ambientDown = vec3(0.0);
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ambientLeft = vec3(0.0);
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ambientRight = vec3(0.0);
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ambientB = vec3(0.0);
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ambientF = vec3(0.0);
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avgSky = vec3(0.0);
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//Integrate sky light for each block side
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int maxIT = 20;
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for (int i = 0; i < maxIT; i++) {
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vec2 ij = R2_samples((frameCounter%1000)*maxIT+i);
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vec3 pos = normalize(rodSample(ij));
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vec3 samplee = 1.72*skyFromTex(pos,colortex4).rgb/maxIT/150.;
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avgSky += samplee/1.72;
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ambientUp += samplee*(pos.y+abs(pos.x)/7.+abs(pos.z)/7.);
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ambientLeft += samplee*(clamp(-pos.x,0.0,1.0)+clamp(pos.y/7.,0.0,1.0)+abs(pos.z)/7.);
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ambientRight += samplee*(clamp(pos.x,0.0,1.0)+clamp(pos.y/7.,0.0,1.0)+abs(pos.z)/7.);
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ambientB += samplee*(clamp(pos.z,0.0,1.0)+abs(pos.x)/7.+clamp(pos.y/7.,0.0,1.0));
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ambientF += samplee*(clamp(-pos.z,0.0,1.0)+abs(pos.x)/7.+clamp(pos.y/7.,0.0,1.0));
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ambientDown += samplee*(clamp(pos.y/6.,0.0,1.0)+abs(pos.x)/7.+abs(pos.z)/7.);
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/*
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ambientUp += samplee*(pos.y);
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ambientLeft += samplee*(clamp(-pos.x,0.0,1.0));
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ambientRight += samplee*(clamp(pos.x,0.0,1.0));
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ambientB += samplee*(clamp(pos.z,0.0,1.0));
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ambientF += samplee*(clamp(-pos.z,0.0,1.0));
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ambientDown += samplee*(clamp(pos.y/6.,0.0,1.0))*0;
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*/
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}
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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float sunVis = clamp(sunElevation,0.0,0.05)/0.05*clamp(sunElevation,0.0,0.05)/0.05;
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float moonVis = clamp(-sunElevation,0.0,0.05)/0.05*clamp(-sunElevation,0.0,0.05)/0.05;
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zenithColor = calculateAtmosphere(vec3(0.0), vec3(0.0,1.0,0.0), vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,tempOffsets.x);
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skyAbsorb = vec3(0.0);
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vec3 absorb = vec3(0.0);
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sunColor = calculateAtmosphere(vec3(0.0), sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.0);
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sunColor = sunColorBase/4000. * skyAbsorb;
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skyAbsorb = vec3(1.0);
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float dSun = 0.03;
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vec3 modSunVec = sunVec*(1.0-dSun)+vec3(0.0,dSun,0.0);
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vec3 modSunVec2 = sunVec*(1.0-dSun)+vec3(0.0,dSun,0.0);
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if (modSunVec2.y > modSunVec.y) modSunVec = modSunVec2;
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sunColorCloud = calculateAtmosphere(vec3(0.0), modSunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.);
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sunColorCloud = sunColorBase/4000. * skyAbsorb ;
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skyAbsorb = vec3(1.0);
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moonColor = calculateAtmosphere(vec3(0.0), -sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.5);
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moonColor = moonColorBase/4000.0*skyAbsorb;
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skyAbsorb = vec3(1.0);
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modSunVec = -sunVec*(1.0-dSun)+vec3(0.0,dSun,0.0);
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modSunVec2 = -sunVec*(1.0-dSun)+vec3(0.0,dSun,0.0);
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if (modSunVec2.y > modSunVec.y) modSunVec = modSunVec2;
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moonColorCloud = calculateAtmosphere(vec3(0.0), modSunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.5);
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moonColorCloud = moonColorBase/4000.0*0.55;
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#ifndef CLOUDS_SHADOWS
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sunColor *= (1.0-rainStrength*vec3(0.96,0.95,0.94));
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moonColor *= (1.0-rainStrength*vec3(0.96,0.95,0.94));
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#endif
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lightSourceColor = sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis;
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float lightDir = float( sunVis >= 1e-5)*2.0-1.0;
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//Fake bounced sunlight
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vec3 bouncedSun = lightSourceColor*0.1/5.0*0.5*clamp(lightDir*sunVec.y,0.0,1.0)*clamp(lightDir*sunVec.y,0.0,1.0);
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vec3 cloudAmbientSun = (sunColorCloud)*0.007;
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vec3 cloudAmbientMoon = (moonColorCloud)*0.007;
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ambientUp += bouncedSun*clamp(-lightDir*sunVec.y+4.,0.,4.0) + cloudAmbientSun*clamp(sunVec.y+2.,0.,4.0) + cloudAmbientMoon*clamp(-sunVec.y+2.,0.,4.0);
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ambientLeft += bouncedSun*clamp(lightDir*sunVec.x+4.,0.0,4.) + cloudAmbientSun*clamp(-sunVec.x+2.,0.0,4.)*0.7 + cloudAmbientMoon*clamp(sunVec.x+2.,0.0,4.)*0.7;
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ambientRight += bouncedSun*clamp(-lightDir*sunVec.x+4.,0.0,4.) + cloudAmbientSun*clamp(sunVec.x+2.,0.0,4.)*0.7 + cloudAmbientMoon*clamp(-sunVec.x+2.,0.0,4.)*0.7;
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ambientB += bouncedSun*clamp(-lightDir*sunVec.z+4.,0.0,4.) + cloudAmbientSun*clamp(sunVec.z+2.,0.0,4.)*0.7 + cloudAmbientMoon*clamp(-sunVec.z+2.,0.0,4.)*0.7;
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ambientF += bouncedSun*clamp(lightDir*sunVec.z+4.,0.0,4.) + cloudAmbientSun*clamp(-sunVec.z+2.,0.0,4.)*0.7 + cloudAmbientMoon*clamp(sunVec.z+2.,0.0,4.)*0.7;
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ambientDown += bouncedSun*clamp(lightDir*sunVec.y+4.,0.0,4.)*0.7 + cloudAmbientSun*clamp(-sunVec.y+2.,0.0,4.)*0.5 + cloudAmbientMoon*clamp(sunVec.y+2.,0.0,4.)*0.5;
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avgSky += bouncedSun*5.;
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vec3 rainNightBoost = moonColorCloud*rainStrength*0.005;
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ambientUp += rainNightBoost;
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ambientLeft += rainNightBoost;
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ambientRight += rainNightBoost;
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ambientB += rainNightBoost;
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ambientF += rainNightBoost;
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ambientDown += rainNightBoost;
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avgSky += rainNightBoost;
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float avgLuma = 0.0;
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float m2 = 0.0;
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int n=100;
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vec2 clampedRes = max(1.0/texelSize,vec2(1920.0,1080.));
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float avgExp = 0.0;
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float avgB = 0.0;
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vec2 resScale = vec2(1920.,1080.)/clampedRes*BLOOM_QUALITY;
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const int maxITexp = 50;
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float w = 0.0;
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for (int i = 0; i < maxITexp; i++){
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vec2 ij = R2_samples((frameCounter%2000)*maxITexp+i);
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vec2 tc = 0.5 + (ij-0.5) * 0.7;
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vec3 sp = texture2D(colortex6,tc/16. * resScale+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb;
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avgExp += log(luma(sp));
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avgB += log(min(dot(sp,vec3(0.07,0.22,0.71)),8e-2));
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}
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avgExp = exp(avgExp/maxITexp);
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avgB = exp(avgB/maxITexp);
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avgBrightness = clamp(mix(avgExp,texelFetch2D(colortex4,ivec2(10,37),0).g,0.95),0.00003051757,65000.0);
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float L = max(avgBrightness,1e-8);
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float keyVal = 1.03-2.0/(log(L*4000/150.*8./3.0+1.0)/log(10.0)+2.0);
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float expFunc = 0.5+0.5*tanh(log(L));
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float targetExposure = 0.18/log2(L*2.5+1.045)*0.62;
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avgL2 = clamp(mix(avgB,texelFetch2D(colortex4,ivec2(10,37),0).b,0.985),0.00003051757,65000.0);
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float targetrodExposure = max(0.012/log2(avgL2+1.002)-0.1,0.0)*1.2;
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exposure=max(targetExposure*EXPOSURE_MULTIPLIER, 0);
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float currCenterDepth = ld(texture2D(depthtex0, vec2(0.5)*RENDER_SCALE).r);
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centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
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centerDepth = centerDepth * centerDepth * 65000.0;
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rodExposure = targetrodExposure;
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#ifndef AUTO_EXPOSURE
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exposure = Manual_exposure_value;
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rodExposure = clamp(log(Manual_exposure_value*2.0+1.0)-0.1,0.0,2.0);
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#endif
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} |