mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
519 lines
16 KiB
GLSL
519 lines
16 KiB
GLSL
// #version 120
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//#extension GL_EXT_gpu_shader4 : disable
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 viewVector;
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2DShadow shadow;
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// uniform sampler2D gaux2;
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// uniform sampler2D gaux1;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex5;
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uniform sampler2D depthtex1;
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uniform vec3 sunVec;
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uniform float frameTimeCounter;
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uniform float lightSign;
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uniform float near;
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uniform float far;
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uniform float moonIntensity;
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uniform float sunIntensity;
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uniform vec3 sunColor;
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uniform vec3 nsunColor;
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uniform vec3 upVec;
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uniform float sunElevation;
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uniform float fogAmount;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform int framemod8;
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uniform sampler2D specular;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightness;
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uniform ivec2 eyeBrightnessSmooth;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 averageSkyCol_Clouds;
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// flat varying vec3 averageSkyCol;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/color_transforms.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/clouds.glsl"
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#include "/lib/stars.glsl"
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#include "/lib/volumetricClouds.glsl"
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#define OVERWORLD
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#include "/lib/diffuse_lighting.glsl"
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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float R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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float interleaved_gradientNoise(float temporal){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
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return noise;
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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#define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0]
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#define PW_POINTS 1 //[2 4 6 8 16 32]
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vec3 getParallaxDisplacement(vec3 posxz, float iswater,float bumpmult,vec3 viewVec) {
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float waveZ = mix(20.0,0.25,iswater);
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float waveM = mix(0.0,4.0,iswater);
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vec3 parallaxPos = posxz;
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vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
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float waterHeight = getWaterHeightmap(posxz.xz, waveM, waveZ, iswater) ;
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parallaxPos.xz += waterHeight * vec;
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return parallaxPos;
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}
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = 1;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
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{
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28 + alpha * nbRot * 6.28;
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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)*sqrt(alpha);
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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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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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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float invLinZ (float lindepth){
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return -((2.0*near/lindepth)-far-near)/(far-near);
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}
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){
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float quality = mix(15,SSR_STEPS,fresnel);
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
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float minZ = clipPosition.z;
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float maxZ = spos.z+stepv.z*0.5;
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spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE;
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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for (int i = 0; i <= int(quality); i++) {
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#ifdef USE_QUARTER_RES_DEPTH
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// decode depth buffer
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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sp = invLinZ(sp);
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if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
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#else
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float sp = texelFetch2D(depthtex1,ivec2(spos.xy/texelSize),0).r;
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if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
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#endif
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spos += stepv;
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//small bias
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minZ = maxZ-(0.0001/dist)/ld(spos.z);
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if(inwater) minZ = maxZ-0.0004/ld(spos.z);
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maxZ += stepv.z;
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}
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return vec3(1.1);
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}
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vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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r = pow(r,2.5);
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// r*=r;
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vec3 h = l + v;
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float hn = inversesqrt(dot(h, h));
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float dotLH = clamp(dot(h,l)*hn,0.,1.);
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float dotNH = clamp(dot(h,n)*hn,0.,1.) ;
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNHsq = dotNH*dotNH;
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float denom = dotNHsq * r - dotNHsq + 1.;
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float D = r / (3.141592653589793 * denom * denom);
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vec3 F = F0 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
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float k2 = .25 * r;
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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#define PHYSICSMOD_FRAGMENT
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#include "/lib/oceans.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* RENDERTARGETS:2,7,11,14 */
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void main() {
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if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y ) {
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vec2 tempOffset = offsets[framemod8];
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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float UnchangedAlpha = gl_FragData[0].a;
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float iswater = normalMat.w;
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#ifdef HAND
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iswater = 0.1;
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#endif
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#ifdef Vanilla_like_water
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if (iswater > 0.5) {
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gl_FragData[0].a = luma(Albedo.rgb);
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Albedo = color.rgb * sqrt(luma(Albedo.rgb));
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}
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#else
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if (iswater > 0.9) {
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Albedo = vec3(0.0);
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gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
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}
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#endif
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vec4 COLORTEST = vec4(Albedo,UnchangedAlpha);
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 normal = normalMat.xyz;
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vec2 TangentNormal = vec2(0); // for refractions
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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/// ------ NORMALS ------ ///
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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TangentNormal = NormalTex.xy*0.5+0.5;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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if (iswater > 0.95){
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#ifdef PhysicsMod_support
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if(physics_iterationsNormal < 1.0){
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#endif
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float bumpmult = 1.;
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vec3 bump = vec3(0);
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vec3 posxz = p3+cameraPosition;
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posxz.xz -= posxz.y;
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posxz.xyz = getParallaxDisplacement(posxz,iswater,bumpmult,normalize(tbnMatrix*fragpos)) ;
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bump = normalize(getWaveHeight(posxz.xz,iswater));
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TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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normal = normalize(bump * tbnMatrix);
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#ifdef PhysicsMod_support
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}else{
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/// ------ PHYSICS MOD OCEAN SHIT ------ ///
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WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
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// float Foam = wave.foam;
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// Albedo = mix(Albedo,vec3(1),Foam);
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// gl_FragData[0].a = Foam;
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normal = normalize(worldToView(wave.normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0)));
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vec3 worldSpaceNormal = normal;
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vec3 bitangent = normalize(cross(tangent.xyz, worldSpaceNormal));
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mat3 tbn_new = mat3(tangent.xyz, binormal, worldSpaceNormal);
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vec3 tangentSpaceNormal = worldSpaceNormal * tbn_new;
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TangentNormal = tangentSpaceNormal.xy * 0.5 + 0.5;
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}
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#endif
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}
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// cannot encode alpha or it will shit its pants
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gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
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float NdotL = clamp(lightSign*dot(normal,sunVec) ,0.0,1.0);
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NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
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float Shadows = 1.0;
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int shadowmapindicator = 0;
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//compute shadows only if not backface
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if (NdotL > 0.001) {
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){
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Shadows = 0.0;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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#ifdef BASIC_SHADOW_FILTER
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const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
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float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
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float diffthresh = distortThresh/6000.0*threshMul;
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float noise = blueNoise();
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float rdMul = 4.0/shadowMapResolution;
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for(int i = 0; i < 9; i++){
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vec2 offsetS = tapLocation(i,9, 1.618,noise,0.0);
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float weight = 1.0+(i+noise)*rdMul/9.0*shadowMapResolution;
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Shadows += shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x/9.0;
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}
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#else
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Shadows = shadow2D(shadow, projectedShadowPosition).x;
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#endif
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shadowmapindicator = 1;
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}
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}
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if(shadowmapindicator < 1) Shadows = clamp((lmtexcoord.w-0.8) * 5,0,1);
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(p3);
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#endif
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vec3 WS_normal = viewToWorld(normal);
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vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.));
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float skylight = clamp(ambientCoefs.y + 0.5,0.25,2.0);
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vec2 lightmaps2 = lmtexcoord.zw;
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmaps2.y,2) ,0.0,1.0);
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vec3 Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);
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vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo;
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#ifdef Glass_Tint
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float alphashit = min(pow(gl_FragData[0].a,2.0),1.0);
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FinalColor *= alphashit;
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#endif
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#ifdef WATER_REFLECTIONS
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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if (iswater > 0.0){
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = vec3(0.0);
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vec3 SunReflection = vec3(0.0);
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float indoors = clamp((lmtexcoord.w-0.6)*5.0, 0.0,1.0);
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vec3 reflectedVector = reflect(normalize(fragpos), normal);
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float normalDotEye = dot(normal, normalize(fragpos));
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float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0);
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// float unchangedfresnel = fresnel;
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// snells window looking thing
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if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0);
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#ifdef PhysicsMod_support
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if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#else
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if(isEyeInWater == 1) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector;
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// SSR, Sky, and Sun reflections
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#ifdef WATER_BACKGROUND_SPECULAR
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SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.;
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// SkyReflection = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)/
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#endif
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#ifdef WATER_SUN_SPECULAR
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SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, vec3(f0));
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#endif
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#ifdef SCREENSPACE_REFLECTIONS
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if(iswater > 0.0){
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vec3 rtPos = rayTrace(reflectedVector,fragpos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1);
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if (rtPos.z < 1.){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
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Reflections.a = 1.0;
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Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb;
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}
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}
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}
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#endif
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float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
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Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a);
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Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor);
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Reflections_Final += SunReflection * lightleakfix;
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gl_FragData[0].rgb = Reflections_Final;
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//correct alpha channel with fresnel
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gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
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if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.);
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} else {
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gl_FragData[0].rgb = FinalColor;
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}
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#else
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gl_FragData[0].rgb = FinalColor;
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#endif
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#ifndef HAND
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gl_FragData[1] = vec4(Albedo,iswater);
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#endif
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gl_FragData[3].a = max(lmtexcoord.w*blueNoise()*0.05 + lmtexcoord.w,0.0);
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}
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} |