mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
197 lines
6.1 KiB
GLSL
197 lines
6.1 KiB
GLSL
#version 120
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//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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flat varying vec3 zMults;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex13;
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uniform sampler2D colortex11;
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uniform sampler2D colortex7;
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uniform sampler2D colortex3;
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uniform sampler2D colortex2;
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uniform sampler2D colortex0;
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uniform sampler2D noisetex;
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelView;
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uniform vec2 texelSize;
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uniform vec3 cameraPosition;
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uniform int isEyeInWater;
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uniform float blindness;
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uniform float darknessFactor;
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uniform float darknessLightFactor;
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#include "/lib/waterBump.glsl"
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float ld(float depth) {
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return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){
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vec4 vl = vec4(0.0);
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float sum = 0.0;
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mat3x3 weights;
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ivec2 posD = ivec2(coord/2.0)*2;
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ivec2 posVl = ivec2(coord/2.0);
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float dz = zMults.x;
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ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
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//pos = ivec2(1,-1);
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ivec2 tcDepth = posD + ivec2(-4,-4) + pos*2;
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float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(-4,0) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0,-4) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
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sum += w;
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return vl/sum;
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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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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void main() {
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/* DRAWBUFFERS:73 */
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//3x3 bilateral upscale from half resolution
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z);
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float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15);
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// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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float bloomyfogmult = 1.0;
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vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams.
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vec4 trpData = texture2D(colortex7,texcoord);
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bool iswater = trpData.a > 0.99;
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vec2 refractedCoord = texcoord;
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vec2 data = texture2D(colortex11,texcoord).xy; // translucents
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
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vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) );
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// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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#ifdef Refraction
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refractedCoord += normals.xy * glassdepth;
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float refractedalpha = texture2D(colortex13,refractedCoord).a;
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if(refractedalpha <= 0.0) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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vec3 color = texture2D(colortex3,refractedCoord).rgb;
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if (Translucent_Programs.a > 0.0){
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#ifdef Glass_Tint
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vec3 GlassAlbedo = texture2D(colortex13,texcoord).rgb * 5.0;
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color = color*GlassAlbedo.rgb + color * clamp(pow(1.0-luma(GlassAlbedo.rgb),10.),0.0,1.0);
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#endif
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color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb;
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}
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if (isEyeInWater == 0){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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bloomyfogmult = 1.0 - fogdistfade*0.5 ;
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color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
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}
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// color *= vl.a;
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// color += vl.rgb;
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// bloomyfogmult *= pow(vl.a,0.1);
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// underwater fog
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if (isEyeInWater == 1){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
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bloomyfogmult *= fogfade*0.70+0.3 ;
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}
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/// lava.
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if (isEyeInWater == 2){
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color.rgb = vec3(4.0,0.5,0.1);
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}
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/// powdered snow
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if (isEyeInWater == 3){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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bloomyfogmult = 0.0;
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}
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// blidnesss
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if (blindness > 0.0){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
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}
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// darkness effect
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if(darknessFactor > 0.0){
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2));
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color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
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}
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gl_FragData[0].r = bloomyfogmult;
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gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0);
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}
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