Bliss-Shader/shaders/composite1.fsh
2023-07-09 12:10:35 +01:00

1221 lines
39 KiB
GLSL

#version 120
//Render sky, volumetric clouds, direct lighting
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
const bool colortex5MipmapEnabled = true;
const bool colortex12MipmapEnabled = true;
// const bool colortex4MipmapEnabled = true;
const bool shadowHardwareFiltering = true;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
flat varying vec2 rodExposureDepth;
flat varying vec3 WsunVec;
flat varying vec2 TAA_Offset;
uniform float eyeAltitude;
flat varying vec3 zMults;
uniform sampler2D colortex0;//clouds
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
// uniform sampler2D colortex4;//Skybox
uniform sampler2D colortex3;
uniform sampler2D colortex5;
uniform sampler2D colortex7; // normal
uniform sampler2D colortex6; // Noise
uniform sampler2D colortex8; // specular
// uniform sampler2D colortex9; // specular
uniform sampler2D colortex11; // specular
uniform sampler2D colortex10; // specular
uniform sampler2D colortex12; // specular
uniform sampler2D colortex13; // specular
uniform sampler2D colortex14;
uniform sampler2D colortex15; // specular
uniform sampler2D colortex16; // specular
uniform sampler2D depthtex1;//depth
uniform sampler2D depthtex0;//depth
uniform sampler2D noisetex;//depth
uniform sampler2DShadow shadow;
varying vec4 normalMat;
uniform int heldBlockLightValue;
uniform int frameCounter;
uniform float screenBrightness;
uniform int isEyeInWater;
uniform float far;
uniform float near;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferPreviousProjection;
uniform vec3 previousCameraPosition;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
uniform mat4 gbufferModelView;
// uniform float viewWidth;
// uniform float viewHeight;
uniform int hideGUI;
uniform float aspectRatio;
uniform vec2 texelSize;
uniform vec3 cameraPosition;
uniform vec3 sunVec;
uniform ivec2 eyeBrightnessSmooth;
uniform ivec2 eyeBrightness;
flat varying float WinterTimeForSnow;
// uniform int worldTime;
#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 toScreenSpacePrev(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 worldToView(vec3 p3) {
vec4 pos = vec4(p3, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
vec3 ld(vec3 dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
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);
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
#include "/lib/res_params.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/stars.glsl"
#include "/lib/volumetricClouds.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/specular.glsl"
#define OVERWORLD
#include "/lib/diffuse_lighting.glsl"
float lengthVec (vec3 vec){
return sqrt(dot(vec,vec));
}
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
float triangularize(float dither)
{
float center = dither*2.0-1.0;
dither = center*inversesqrt(abs(center));
return clamp(dither-fsign(center),0.0,1.0);
}
float interleaved_gradientNoise(){
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
vec2 coord = gl_FragCoord.xy + frameTimeCounter;
// vec2 coord = gl_FragCoord.xy;
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
return noise ;
}
vec2 R2_dither(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter), fract((1.0-alpha.x) * gl_FragCoord.x + (1.0-alpha.y) * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter));
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * (frameCounter*0.5+0.5) );
}
vec4 blueNoise(vec2 coord){
return texelFetch2D(colortex6, ivec2(coord )%512, 0) ;
}
vec3 fp10Dither(vec3 color,float dither){
const vec3 mantissaBits = vec3(6.,6.,5.);
vec3 exponent = floor(log2(color));
return color + dither*exp2(-mantissaBits)*exp2(exponent);
}
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 ;
}
vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort){
float alpha0 = sampleNumber/nb;
float alpha = (sampleNumber+jitter)/nb;
float angle = jitter*6.28 + alpha * 84.0 * 6.28;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*sqrt(alpha);
}
vec3 toShadowSpaceProjected(vec3 p3){
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
return p3;
}
vec2 R2_samples(int n){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha * n);
}
vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot,float r0){
float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
float angle = alpha * (nbRot * 3.14) + spinAngle*3.14;
float ssR = alpha;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*ssR;
}
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
int spCount = rayMarchSampleCount;
vec3 start = toShadowSpaceProjected(rayStart);
vec3 end = toShadowSpaceProjected(rayEnd);
vec3 dV = (end-start);
//limit ray length at 32 blocks for performance and reducing integration error
//you can't see above this anyway
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
dV *= maxZ;
rayLength *= maxZ;
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
estEndDepth *= maxZ;
estSunDepth *= maxZ;
vec3 absorbance = vec3(1.0);
vec3 vL = vec3(0.0);
float phase = phaseg(VdotL,0.7) * 1.5 + 0.1;
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
vec3 spPos = start.xyz + dV*d;
vec3 progressW = start.xyz+cameraPosition+dVWorld;
//project into biased shadowmap space
float distortFactor = calcDistort(spPos.xy);
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
float sh = 1.0;
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
sh = shadow2D( shadow, pos).x;
}
#ifdef VL_CLOUDS_SHADOWS
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
#endif
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs ) * 1.5;
vec3 sunMul = exp(-max(estSunDepth * d,0.0) * waterCoefs);
vec3 light = (sh * lightSource * phase * sunMul + (ambientMul*ambient) )*scatterCoef;
// vec3 light = sh * vec3(1);
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
absorbance *= exp(-dd * rayLength * waterCoefs);
}
inColor += vL;
}
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
vec2 movement = vec2(-0.035*frameTimeCounter);
float caustic = 0.0;
float weightSum = 0.0;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
const vec2 wave_size[4] = vec2[](
vec2(64.),
vec2(32.,16.),
vec2(16.,32.),
vec2(48.)
);
for (int i = 0; i < 4; i++){
pos = rotationMatrix * pos;
vec2 speed = movement;
float waveStrength = 1.0;
if( i == 0) {
speed *= 0.15;
waveStrength = 2.0;
}
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
weightSum -= exp2(caustic*0.1);
}
return caustic / weightSum;
}
float rayTraceShadow(vec3 dir,vec3 position,float dither){
const float quality = 16.;
vec3 clipPosition = toClipSpace3(position);
//prevents the ray from going behind the camera
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
(-near -position.z) / dir.z : far*sqrt(3.) ;
vec3 direction = toClipSpace3(position+dir*rayLength)-clipPosition; //convert to clip space
direction.xyz = direction.xyz/max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y); //fixed step size
vec3 stepv = direction * 3.0 * clamp(MC_RENDER_QUALITY,1.,2.0)*vec3(RENDER_SCALE,1.0);
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0);
// spos.xy += (TAA_Offset*(texelSize/4))*RENDER_SCALE ;
spos += stepv*dither ;
for (int i = 0; i < int(quality); i++) {
spos += stepv;
float sp = texture2D(depthtex1,spos.xy).x;
if( sp < spos.z) {
float dist = abs(linZ(sp)-linZ(spos.z))/linZ(spos.z);
if (dist < 0.015 ) return i / quality;
}
}
return 1.0;
}
vec2 tapLocation_alternate(
int sampleNumber,
float spinAngle,
int nb,
float nbRot,
float r0
){
float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
float angle = alpha * (nbRot * 3.14) ;
float ssR = alpha + spinAngle*3.14;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*ssR;
}
void ssAO(inout vec3 lighting, inout float sss, vec3 fragpos,float mulfov, vec2 noise, vec3 normal, vec2 texcoord, vec3 ambientCoefs, vec2 lightmap, bool isleaves){
ivec2 pos = ivec2(gl_FragCoord.xy);
const float tan70 = tan(70.*3.14/180.);
float dist = 1.0 + clamp(fragpos.z*fragpos.z/50.0,0,2); // shrink sample size as distance increases
float mulfov2 = gbufferProjection[1][1]/(tan70 * dist);
float maxR2 = fragpos.z*fragpos.z*mulfov2*2.*5/50.0;
#ifdef Ambient_SSS
// float dist3 = clamp(1.0 - exp( fragpos.z*fragpos.z / -50),0,1);
// float maxR2_2 = mix(10.0, fragpos.z*fragpos.z*mulfov2*2./50.0, dist3);
float maxR2_2 = fragpos.z*fragpos.z*mulfov2*2./50.0;
float dist3 = clamp(1-exp( fragpos.z*fragpos.z / -50),0,1);
if(isleaves) maxR2_2 = mix(10, maxR2_2, dist3);
#endif
float rd = mulfov2 * 0.1 ;
vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
int seed = (frameCounter%40000)*2 + (1+frameCounter);
float randomDir = fract(R2_samples(seed).y + noise.x ) * 1.61803398874 ;
float n = 0.0;
float occlusion = 0.0;
for (int j = 0; j < 7; j++) {
vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, randomDir);
vec2 sampleOffset = sp*rd;
ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) * vec3(1.0/RENDER_SCALE, 1.0) );
vec3 vec = (t0.xyz - fragpos);
float dsquared = dot(vec,vec) ;
if (dsquared > 1e-5){
if (dsquared < maxR2){
float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
occlusion += NdotV * clamp(1.0-dsquared/maxR2,0.0,1.0);
}
#ifdef Ambient_SSS
if(dsquared > maxR2_2){
float NdotV = 1.0 - clamp(dot(vec*dsquared, normalize(normal)),0.,1.);
sss += max((NdotV - (1.0-NdotV)) * clamp(1.0-maxR2_2/dsquared,0.0,1.0) ,0.0);
}
#endif
n += 1;
}
}
}
#ifdef Ambient_SSS
sss = max(1.0 - sss/n, 0.0) ;
#endif
occlusion *= 2.0;
occlusion = max(1.0 - occlusion/n, 0.0);
lighting = lighting*max(occlusion,pow(lightmap.x,4));
}
vec3 DoContrast(vec3 Color, float strength){
float Contrast = log(strength);
return clamp(mix(vec3(0.5), Color, Contrast) ,0,255);
}
vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
float stepSize = stepsizes / dist;
int maxSteps = STEPS;
vec3 clipPosition = toClipSpace3(position);
float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ?
(-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;
vec3 end = toClipSpace3(position+dir*rayLength) ;
vec3 direction = end-clipPosition ; //convert to clip space
float len = max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y)/stepSize;
//get at which length the ray intersects with the edge of the screen
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z)*2000.0;
vec3 stepv = direction/len;
int iterations = min(int(min(len, mult*len)-2), maxSteps);
//Do one iteration for closest texel (good contact shadows)
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
spos += stepv/(stepSize/2);
float distancered = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
for(int i = 0; i < iterations; i++){
if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
spos += stepv*noise;
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0);
float currZ = linZ(spos.z);
if( sp < currZ) {
float dist = abs(sp-currZ)/currZ;
if (dist <= 0.1) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
}
}
return vec3(1.1);
}
vec3 cosineHemisphereSample(vec2 Xi, float roughness){
float r = sqrt(Xi.x);
float theta = 2.0 * 3.14159265359 * Xi.y;
float x = r * cos(theta);
float y = r * sin(theta);
return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
}
vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 T = normalize(cross(UpVector, N));
vec3 B = cross(N, T);
return vec3((T * H.x) + (B * H.y) + (N * H.z));
}
void rtAO(inout vec3 lighting, vec3 normal, vec2 noise, vec3 fragpos, float lightmap, float inShadow){
int nrays = 4;
float occlude = 0.0;
float indoor = clamp(pow(lightmap,2)*2,0.0,AO_Strength);
for (int i = 0; i < nrays; i++){
int seed = (frameCounter%40000)*nrays+i;
vec2 ij = fract(R2_samples(seed) + noise.rg);
vec3 rayDir = TangentToWorld( normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0) ;
#ifdef HQ_SSGI
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 30.); // ssr rt
#else
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 24.); // choc sspt
#endif
// vec3 lightDir = normalize(vec3(0.2,0.8,0.2));
// float skyLightDir = dot(rayDir,lightDir); // the positons where the occlusion happens
float skyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,1.0-indoor); // the positons where the occlusion happens
if (rayHit.z > 1.0) occlude += max(rayDir.y,1-AO_Strength);
}
// occlude = mix( occlude,1, inShadow);
// occlude = occlude*0.5 + 0.5;
lighting *= 3.0;
lighting *= mix(occlude/nrays,1.0,0) ;
}
void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmap, vec3 albedo){
int nrays = RAY_COUNT;
vec3 intRadiance = vec3(0.0);
vec3 occlude = vec3(0.0);
lighting *= 1.50;
float indoor = clamp(pow(lightmap,2)*2,0.0,AO_Strength);
for (int i = 0; i < nrays; i++){
int seed = (frameCounter%40000)*nrays+i;
vec2 ij = fract(R2_samples(seed) + noise );
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0);
#ifdef HQ_SSGI
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 50.); // ssr rt
#else
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
#endif
float skyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,1.0-indoor); // the positons where the occlusion happens
if (rayHit.z < 1.){
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0)
intRadiance = 0 + texture2D(colortex5,previousPosition.xy).rgb * GI_Strength ;
else
intRadiance += lighting*skyLightDir; // make sure ambient light exists but at screen edges when you turn
}else{
intRadiance += lighting*skyLightDir;
}
}
lighting = intRadiance/nrays;
}
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
float labcurve = pow(Density,LabSSS_Curve);
float density = sqrt(30 - labcurve*15);
vec3 absorbed = max(1.0 - albedo,0.0);
vec3 scatter = exp(absorbed * -sqrt(Scattering * 5)) * exp(Scattering * -density);
scatter *= labcurve;
scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20;
return scatter;
}
vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
vec3 absorbed = max(luma(albedo) - albedo,0.0);
vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15))) * (1.0 - Scattering);
scatter *= pow(Density,LabSSS_Curve);
return scatter;
}
void ScreenSpace_SSS(inout float sss, vec3 fragpos, vec2 noise, vec3 normal, bool isleaves){
ivec2 pos = ivec2(gl_FragCoord.xy);
const float tan70 = tan(70.*3.14/180.);
float dist = 1.0 + (clamp(fragpos.z*fragpos.z/50.0,0,2)); // shrink sample size as distance increases
float mulfov2 = gbufferProjection[1][1]/(tan70 * dist);
float maxR2_2 = fragpos.z*fragpos.z*mulfov2*2./50.0;
float dist3 = clamp(1-exp( fragpos.z*fragpos.z / -50),0,1);
if(isleaves) maxR2_2 = mix(10, maxR2_2, dist3);
float rd = mulfov2 * 0.1;
vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
int seed = (frameCounter%40000)*2 + (1+frameCounter);
float randomDir = fract(R2_samples(seed).y + noise.x ) * 1.61803398874 ;
float n = 0.0;
for (int j = 0; j < 7 ;j++) {
vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, randomDir);
vec2 sampleOffset = sp*rd;
ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) * vec3(1.0/RENDER_SCALE, 1.0) );
vec3 vec = t0.xyz - fragpos;
float dsquared = dot(vec,vec);
if (dsquared > 1e-5){
if(dsquared > maxR2_2){
float NdotV = 1.0 - clamp(dot(vec*dsquared, normalize(normal)),0.,1.);
sss += max((NdotV - (1.0-NdotV)) * clamp(1.0-maxR2_2/dsquared,0.0,1.0) ,0.0);
}
n += 1;
}
}
}
sss = max(1.0 - sss/n, 0.0);
}
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);
}
// Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice
// https://www.complementary.dev/reimagined
// https://github.com/gri573
void GriAndEminShadowFix(
inout vec3 WorldPos,
vec3 FlatNormal,
float VanillaAO,
float SkyLightmap,
bool Entities
){
float DistanceOffset = clamp(0.1 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away.
vec3 finalBias = Bias;
// stop lightleaking
vec2 scale = vec2(0.5); scale.y *= 0.5;
vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y);
if(SkyLightmap < 0.1 && !Entities) finalBias = mix(Bias, zoomShadow, clamp(VanillaAO*5,0,1));
WorldPos += finalBias;
}
void Emission(
inout vec3 Lighting,
vec3 Albedo,
float Emission
){
// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
}
vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars){
float Shape = clamp((exp(1 + -1000 * dot(WorldSunVec+PlayerPos,PlayerPos)) - 1.5),0.0,25.0);
occludeStars *= max(1.0-Shape*5,0.0);
float shape2 = pow(exp(Shape * -10),0.15) * 255.0;
vec3 sunNormal = vec3(dot(WorldSunVec+PlayerPos, vec3(shape2,0,0)), dot(PlayerPos+WorldSunVec, vec3(0,shape2,0)), -dot(WorldSunVec, PlayerPos) * 15.0);
// even has a little tilt approximation haha.... yeah....
vec3[8] phase = vec3[8](vec3( -1.0, -0.5, 1.0 ),
vec3( -1.0, -0.5, 0.35 ),
vec3( -1.0, -0.5, 0.2 ),
vec3( -1.0, -0.5, 0.1 ),
vec3( 1.0, 0.25, -1.0 ),
vec3( 1.0, 0.25, 0.1 ),
vec3( 1.0, 0.25, 0.2 ),
vec3( 1.0, 0.25, 0.35 )
);
vec3 LightDir = phase[moonPhase];
return Shape * pow(clamp(dot(sunNormal,LightDir)/5,0.0,1.5),5) * Color + clamp(Shape * 4.0 * pow(shape2/200,2.0),0.0,1.0)*0.004;
}
#include "/lib/PhotonGTAO.glsl"
uniform float detectThunderStorm;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
vec2 texcoord = gl_FragCoord.xy*texelSize;
float z0 = texture2D(depthtex0,texcoord).x;
float z = texture2D(depthtex1,texcoord).x;
float TranslucentDepth = clamp( ld(z0)-ld(z0),0.0,1.0);
vec2 tempOffset=TAA_Offset;
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z));
vec3 fragpos_rtshadow = toScreenSpace(vec3(texcoord/RENDER_SCALE,z));
vec3 fragpos_handfix = fragpos;
if ( z < 0.56) fragpos_handfix.z /= MC_HAND_DEPTH; // fix lighting on hand
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
p3 += gbufferModelViewInverse[3].xyz;
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;
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / pi;
#ifdef AEROCHROME_MODE
totEpsilon *= 10.0;
scatterCoef *= 0.1;
#endif
float noise = blueNoise();
float iswaterstuff = texture2D(colortex7,texcoord).a ;
bool iswater = iswaterstuff > 0.99;
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
vec4 data = texture2D(colortex1,texcoord);
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); // albedo, masks
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); // normals, lightmaps
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
vec2 lightmap = dataUnpacked1.yz;
vec3 normal = decode(dataUnpacked0.yw);
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
// vec4 dataTranslucent = texture2D(colortex11,texcoord);
// vec4 dataT_Unpacked0 = vec4(decodeVec2(dataTranslucent.x),decodeVec2(dataTranslucent.y));
// vec4 dataT_Unpacked1 = vec4(decodeVec2(dataTranslucent.z),decodeVec2(dataTranslucent.w));
// vec4 dataT_Unpacked2 = vec4(decodeVec2(dataTranslucent.z),decodeVec2(dataTranslucent.w));
////// --------------- UNPACK MISC --------------- //////
vec4 SpecularTex = texture2D(colortex8,texcoord);
float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
vec4 normalAndAO = texture2D(colortex15,texcoord);
vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
vec3 slopednormal = normal;
#ifdef POM
#ifdef Horrible_slope_normals
vec3 ApproximatedFlatNormal = normalize(cross(dFdx(p3), dFdy(p3))); // it uses depth that has POM written to it.
slopednormal = normalize(clamp(normal, ApproximatedFlatNormal*2.0 - 1.0, ApproximatedFlatNormal*2.0 + 1.0) );
#endif
#endif
float vanilla_AO = normalAndAO.a;
bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01;
// bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
// bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
// vec3 AO = vec3(1.0);
float SkySSS = 0.0;
vec3 filtered = vec3(1.412,1.0,0.0);
if (!hand) filtered = texture2D(colortex3,texcoord).rgb;
vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.));
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2) ,0.0,1.0);
vec3 DirectLightColor = (lightCol.rgb/80.0);
// DirectLightColor *= clamp(abs(WsunVec.y)*2,0.,1.);
#ifdef ambientLight_only
DirectLightColor = vec3(0.0);
#endif
vec3 AmbientLightColor = averageSkyCol_Clouds;
int shadowmapindicator = 0;
float cloudShadow = 1.0;
if ( z >= 1.) {//sky
//////////////////////////////// ////////////////////////////////
//////////////////////////////// SKY STUFF ////////////////////////////////
//////////////////////////////// ////////////////////////////////
#ifdef Compositing_Sky
gl_FragData[0].rgb = vec3(CompSky_R, CompSky_G, CompSky_B);
#else
vec3 background = vec3(0.0);
vec3 orbitstar = vec3(np3.x,abs(np3.y),np3.z);
orbitstar.x -= WsunVec.x*0.2;
background += stars(orbitstar) * 5.0 ;
#ifndef ambientLight_only
background += Moon(np3, -WsunVec, DirectLightColor*20, background); // moon
background += drawSun(dot(lightCol.a * WsunVec, np3),0, DirectLightColor,vec3(0.0)) ; // sun
// vec3 moon = drawSun(dot(lightCol.a * -WsunVec, np3),0, DirectLightColor/5,vec3(0.0)) ; // moon
#endif
background *= clamp( (np3.y+ 0.02)*5.0 + (eyeAltitude - 319)/800000 ,0.0,1.0);
vec3 skyTEX = skyFromTex(np3,colortex4)/150.0 * 5.0;
background += skyTEX;
vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
if(eyeAltitude < 25000) background = background*cloud.a + cloud.rgb;
gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
#endif
}else{//land
//////////////////////////////// ////////////////////////////////
//////////////////////////////// DIRECT LIGHTING ////////////////////////////////
//////////////////////////////// ////////////////////////////////
vec3 Direct_lighting = vec3(1.0);
float Shadows = clamp(1.0 - filtered.b,0.0,1.0);
float SHADOWBLOCKERDEPTBH = filtered.y;
float NdotL = dot(slopednormal,WsunVec);
NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
float shadowNDOTL = NdotL;
#ifndef Variable_Penumbra_Shadows
shadowNDOTL += LabSSS;
#endif
vec3 p3_shadow = mat3(gbufferModelViewInverse) * fragpos_handfix + gbufferModelViewInverse[3].xyz;
if(!hand) GriAndEminShadowFix(p3_shadow, viewToWorld(FlatNormals), vanilla_AO, lightmap.y, entities);
vec3 projectedShadowPosition = mat3(shadowModelView) * p3_shadow + shadowModelView[3].xyz;
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
//apply distortion
float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor;
//do shadows only if on shadow map
if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
if (shadowNDOTL > 0.001){
Shadows = 0.0;
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
#ifdef BASIC_SHADOW_FILTER
float rdMul = filtered.x*distortFactor*d0*k/shadowMapResolution;
for(int i = 0; i < SHADOW_FILTER_SAMPLE_COUNT; i++){
vec2 offsetS = tapLocation(i,SHADOW_FILTER_SAMPLE_COUNT,1.618,noise,0.0);
float isShadow = shadow2D(shadow,projectedShadowPosition + vec3(rdMul*offsetS, 0.0) ).x;
Shadows += isShadow/SHADOW_FILTER_SAMPLE_COUNT;
}
#else
Shadows = shadow2D(shadow, projectedShadowPosition).x;
#endif
}
shadowmapindicator = 1;
}
bool outsideShadowMap = shadowmapindicator < 1;
if(outsideShadowMap && !iswater) Shadows = clamp((lightmap.y-0.8) * 5,0,1);
//////////////////////////////// SUN SSS ////////////////////////////////
vec3 SSS = vec3(0.0);
#ifndef Variable_Penumbra_Shadows
if(LabSSS > 0 ) {
SHADOWBLOCKERDEPTBH = pow(1.0 - Shadows,2);
}
#endif
#if SSS_TYPE != 0
if (outsideShadowMap) SHADOWBLOCKERDEPTBH = 0.0;
float sunSSS_density = LabSSS;
#ifndef RENDER_ENTITY_SHADOWS
if(entities) sunSSS_density = 0.0;
#endif
SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, sunSSS_density, clamp(dot(np3, WsunVec),0.0,1.0)) ;
SSS *= DirectLightColor;
if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
#endif
if (!hand){
#ifdef SCREENSPACE_CONTACT_SHADOWS
float screenShadow = rayTraceShadow(lightCol.a*sunVec, fragpos_rtshadow, interleaved_gradientNoise());
screenShadow *= screenShadow;
Shadows = min(screenShadow, Shadows);
if (outsideShadowMap) SSS *= Shadows;
#endif
}
#if SSS_TYPE != 0
SSS *= 1.0-clamp(NdotL*Shadows,0,1);
#endif
#ifdef VOLUMETRIC_CLOUDS
#ifdef CLOUDS_SHADOWS
cloudShadow = GetCloudShadow(p3);
Shadows *= cloudShadow;
SSS *= cloudShadow;
#endif
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// INDIRECT LIGHTING ////////////////////////////////
//////////////////////////////// ////////////////////////////////
vec3 Indirect_lighting = vec3(1.0);
// float skylight = clamp(abs(ambientCoefs.y + 1.0),0.35,2.0);
float skylight = clamp(ambientCoefs.y + 0.5,0.25,2.0);
#if indirect_effect == 2 || indirect_effect == 3 || indirect_effect == 4
if (!hand) skylight = 1.0;
#endif
// do this to make underwater shading easier.
vec2 newLightmap = lightmap.xy;
if((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)) newLightmap.y = clamp(newLightmap.y,0,1);
#ifndef ambientSSS_view
Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
#endif
vec3 AO = vec3(1.0);
vec3 debug = vec3(0.0);
// vanilla AO
#if indirect_effect == 0
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
#endif
// SSAO + vanilla AO
#if indirect_effect == 1
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) ) ;
if (!hand) ssAO(AO, SkySSS, fragpos, 1.0, blueNoise(gl_FragCoord.xy).rg, FlatNormals , texcoord, ambientCoefs, newLightmap.xy, isLeaf);
#endif
// GTAO
#if indirect_effect == 2
int seed = (frameCounter%40000);
vec2 r2 = fract(R2_samples(seed) + blueNoise(gl_FragCoord.xy).rg);
if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), fragpos, worldToView(slopednormal), r2, debug) * vec3(1.0);
#endif
// RTAO
#if indirect_effect == 3
if (!hand) rtAO(AO, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, newLightmap.y, NdotL*Shadows);
#endif
// SSGI
#if indirect_effect == 4
if (!hand) rtGI(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, newLightmap.y, albedo);
#endif
#ifndef AO_in_sunlight
AO = mix(AO,vec3(1.0), min(NdotL*Shadows,1.0));
#endif
Indirect_lighting *= AO;
//////////////////////////////// SKY SSS ////////////////////////////////
#ifdef Ambient_SSS
if (!hand){
vec3 SSS_forSky = vec3(0.0);
#if indirect_effect != 1
ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf);
#endif
vec3 ambientColor = ((AmbientLightColor * 2.0 * ambient_brightness) * 8./150./3.) * 1.5;
float lightmap = pow(newLightmap.y,3);
float uplimit = clamp(1.0-pow(clamp(ambientCoefs.y + 0.5,0.0,1.0),2),0,1);
SSS_forSky = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
SSS_forSky *= ambientColor;
SSS_forSky *= lightmap;
SSS_forSky *= uplimit;
// Combine with the other SSS
SSS += SSS_forSky;
SSS_forSky = vec3((1.0 - SkySSS) * LabSSS);
SSS_forSky *= ambientColor;
SSS_forSky *= lightmap;
////light up dark parts so its more visible
Indirect_lighting = max(Indirect_lighting, SSS_forSky);
}
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
//////////////////////////////// ////////////////////////////////
vec3 waterabsorb_speculars = vec3(1);
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
vec3 fragpos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
float Vdiff = distance(fragpos,fragpos0);
float VdotU = np3.y;
float estimatedDepth = Vdiff * abs(VdotU); //assuming water plane
estimatedDepth = estimatedDepth;
// make it such that the estimated depth flips to be correct when entering water.
if (isEyeInWater == 1) estimatedDepth = (1.0-lightmap.y)*16.0;
float estimatedSunDepth = Vdiff; //assuming water plane
vec3 Absorbtion = exp2(-totEpsilon*estimatedDepth);
// caustics...
float Direct_caustics = waterCaustics(mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition, WsunVec);
float Ambient_Caustics = waterCaustics(mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition, vec3(0.5, 1.0, 0.5));
// apply caustics to the lightting
DirectLightColor *= 0.5 + max(pow(Direct_caustics*2,2),0.0);
// Indirect_lighting *= 0.5 + max(pow(Ambient_Caustics,2),0.0);
// directLightCol *= Direct_caustics;
// Indirect_lighting *= Ambient_Caustics*0.5+0.5;
// apply water absorbtion to the lighting
// waterabsorb_speculars.rgb *= Absorbtion;
DirectLightColor *= Absorbtion;
// Indirect_lighting *= Absorbtion;
}
//////////////////////////////// ////////////////////////////////
//////////////////////////////// FINALIZE ////////////////////////////////
//////////////////////////////// ////////////////////////////////
#ifdef Seasons
#ifdef Snowy_Winter
vec3 snow_p3 = p3 + cameraPosition ;
snow_p3 /= 75.0;
// float resolution = 1000.;
// snow_p3 = (fract(snow_p3 * resolution) / resolution) - snow_p3;
float SnowPatches = texture2D(noisetex, snow_p3.xz).r;
// float SnowPatches = densityAtPosSNOW(snow_p3);
SnowPatches = 1.0 - clamp( exp(pow(SnowPatches,3.5) * -100.0) ,0,1);
SnowPatches *= clamp(sqrt(normal.y),0,1) * clamp(pow(lightmap.y,25)*25,0,1);
SnowPatches = mix(0.0, SnowPatches, WinterTimeForSnow);
if(!hand && !iswater && !entities && isEyeInWater == 0){
albedo = mix(albedo, vec3(0.8,0.9,1.0), SnowPatches);
SpecularTex.rg = mix(SpecularTex.rg, vec2(1,0.05), SnowPatches);
}
#endif
#endif
Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting + SSS;
#ifndef ambientSSS_view
FINAL_COLOR *= albedo;
#endif
#ifdef Specular_Reflections
MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
#endif
Emission(FINAL_COLOR, albedo, SpecularTex.a);
if(lightningBolt) FINAL_COLOR.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0;
gl_FragData[0].rgb = FINAL_COLOR;
}
//////////////////////////////// ////////////////////////////////
//////////////////////////////// UNDERWATER FOG ////////////////////////////////
//////////////////////////////// ////////////////////////////////
if (iswater){
vec3 fragpos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
float Vdiff = distance(fragpos,fragpos0);
float VdotU = np3.y;
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
float custom_lightmap_T = pow(texture2D(colortex14, texcoord).a,3.0);
vec3 ambientColVol = (averageSkyCol_Clouds*8./150./2.) * max(custom_lightmap_T,MIN_LIGHT_AMOUNT*0.0015);
vec3 lightColVol = DirectLightColor;
if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
}
#if DOF_QUALITY == 5
vec3 laserColor;
#if FOCUS_LASER_COLOR == 0 // Red
laserColor = vec3(25, 0, 0);
#elif FOCUS_LASER_COLOR == 1 // Green
laserColor = vec3(0, 25, 0);
#elif FOCUS_LASER_COLOR == 2 // Blue
laserColor = vec3(0, 0, 25);
#elif FOCUS_LASER_COLOR == 3 // Pink
laserColor = vec3(25, 10, 15);
#elif FOCUS_LASER_COLOR == 4 // Yellow
laserColor = vec3(25, 25, 0);
#elif FOCUS_LASER_COLOR == 5 // White
laserColor = vec3(25);
#endif
#if MANUAL_FOCUS == -2
float focusDist = rodExposureDepth.y*far;
#elif MANUAL_FOCUS == -1
float focusDist = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
#else
float focusDist = MANUAL_FOCUS;
#endif
if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focusDist-abs(fragpos.z)) ,0,1),25) ;
#endif
/* DRAWBUFFERS:3 */
}