Bliss-Shader/shaders/world-1/composite6.fsh
Xonk 2ee6634935 surprise commit
new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
2023-04-16 16:18:26 -04:00

197 lines
6.1 KiB
GLSL

#version 120
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
#extension GL_EXT_gpu_shader4 : enable
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec3 zMults;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D colortex13;
uniform sampler2D colortex11;
uniform sampler2D colortex7;
uniform sampler2D colortex3;
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 mat4 gbufferModelView;
uniform vec2 texelSize;
uniform vec3 cameraPosition;
uniform int isEyeInWater;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
#include "/lib/waterBump.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;
}
vec3 decode (vec2 encn){
vec3 n = vec3(0.0);
encn = encn * 2.0 - 1.0;
n.xy = abs(encn);
n.z = 1.0 - n.x - n.y;
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
return clamp(normalize(n.xyz),-1.0,1.0);
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
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);
float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15);
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
float bloomyfogmult = 1.0;
vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams.
vec4 trpData = texture2D(colortex7,texcoord);
bool iswater = trpData.a > 0.99;
vec2 refractedCoord = texcoord;
vec2 data = texture2D(colortex11,texcoord).xy; // translucents
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) );
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
#ifdef Refraction
refractedCoord += normals.xy * glassdepth;
float refractedalpha = texture2D(colortex13,refractedCoord).a;
if(refractedalpha <= 0.0) refractedCoord = texcoord; // remove refracted coords on solids
#endif
vec3 color = texture2D(colortex3,refractedCoord).rgb;
if (Translucent_Programs.a > 0.0){
#ifdef Glass_Tint
vec3 GlassAlbedo = texture2D(colortex13,texcoord).rgb * 5.0;
color = color*GlassAlbedo.rgb + color * clamp(pow(1.0-luma(GlassAlbedo.rgb),10.),0.0,1.0);
#endif
color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb;
}
if (isEyeInWater == 0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
bloomyfogmult = 1.0 - fogdistfade*0.5 ;
color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
}
// color *= vl.a;
// color += vl.rgb;
// bloomyfogmult *= pow(vl.a,0.1);
// underwater fog
if (isEyeInWater == 1){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
bloomyfogmult *= fogfade*0.70+0.3 ;
}
/// lava.
if (isEyeInWater == 2){
color.rgb = vec3(4.0,0.5,0.1);
}
/// powdered snow
if (isEyeInWater == 3){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
bloomyfogmult = 0.0;
}
// blidnesss
if (blindness > 0.0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
}
// darkness effect
if(darknessFactor > 0.0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2));
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);
}
gl_FragData[0].r = bloomyfogmult;
gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0);
}