Bliss-Shader/shaders/dimensions/all_solid.fsh
2024-11-16 18:15:48 +01:00

591 lines
16 KiB
GLSL

#extension GL_ARB_shader_texture_lod : enable
#include "/lib/settings.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#include "/lib/items.glsl"
flat varying int NameTags;
#ifdef HAND
#undef POM
#endif
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#endif
varying float VanillaAO;
const float mincoord = 1.0/4096.0;
const float maxcoord = 1.0-mincoord;
const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
uniform int framemod8;
// #ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
// #endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
uniform float far;
uniform float wetness;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
uniform sampler2D normals;
varying vec4 tangent;
varying vec3 FlatNormals;
#endif
uniform sampler2D specular;
uniform sampler2D texture;
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
uniform float frameTimeCounter;
uniform int frameCounter;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferProjection;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform float rainStrength;
uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0;
uniform vec4 entityColor;
// in vec3 velocity;
flat varying float blockID;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
flat varying int LIGHTNING;
flat varying int PORTAL;
flat varying int SIGN;
flat varying float HELD_ITEM_BRIGHTNESS;
uniform float noPuddleAreas;
uniform float nightVision;
// float interleaved_gradientNoise(){
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
// }
float interleaved_gradientNoise_temporal(){
#ifdef TAA
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
#else
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887);
#endif
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
float R2_dither(){
vec2 coord = gl_FragCoord.xy ;
#ifdef TAA
coord += + (frameCounter%40000) * 2.0;
#endif
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float blueNoise(){
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
#endif
}
mat3 inverseMatrix(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
vec2 temp = floor( a * 255. );
return temp.x*constant1.x+temp.y*constant1.y;
}
float encodeVec2(float x,float y){
return encodeVec2(vec2(x,y));
}
#ifdef MC_NORMAL_MAP
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
float bumpmult = clamp(puddle_values,0.0,1.0);
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
return normalize(bump*tbnMatrix);
}
#endif
#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 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
#ifdef POM
vec4 readNormal(in vec2 coord)
{
return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readTexture(in vec2 coord)
{
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
#endif
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
uniform float near;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
vec4 readNoise(in vec2 coord){
// return texture2D(noisetex,coord*vtexcoordam.pq+vtexcoord.st);
return texture2DGradARB(noisetex,coord*vtexcoordam.pq + vtexcoordam.st,dcdx,dcdy);
}
float EndPortalEffect(
inout vec4 ALBEDO,
vec3 FragPos,
vec3 WorldPos,
mat3 tbnMatrix
){
int maxdist = 25;
int quality = 35;
vec3 viewVec = normalize(tbnMatrix*FragPos);
if ( viewVec.z < 0.0 && length(FragPos) < maxdist) {
float endportalGLow = 0.0;
float Depth = 0.3;
vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise()-0.5)*0.1);
vec3 coord = vec3(WorldPos.xz , 1.0);
coord += interval;
for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) {
coord = coord+interval ;
endportalGLow += (0.3/quality);
}
ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
return clamp(pow(endportalGLow*3.5,3),0,1);
}
}
float bias(){
// return (Texture_MipMap_Bias + (blueNoise()-0.5)*0.5) - (1.0-RENDER_SCALE.x) * 2.0;
return Texture_MipMap_Bias - (1.0-RENDER_SCALE.x) * 2.0;
}
vec4 texture2D_POMSwitch(
sampler2D sampler,
vec2 lightmapCoord,
vec4 dcdxdcdy,
bool ifPOM,
float LOD
){
if(ifPOM){
return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
}else{
return texture2D(sampler, lightmapCoord, LOD);
}
}
uniform vec3 eyePosition;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
#if defined HAND || defined ENTITIES || defined BLOCKENTITIES
/* RENDERTARGETS:1,8,15,2 */
#else
/* RENDERTARGETS:1,8,15 */
#endif
void main() {
bool ifPOM = false;
#ifdef POM
ifPOM = true;
#endif
if(SIGN > 0) ifPOM = false;
vec3 normal = normalMat.xyz;
#ifdef MC_NORMAL_MAP
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
tangent.y, tangent2.y, normal.y,
tangent.z, tangent2.z, normal.z);
#endif
vec2 tempOffset = offsets[framemod8];
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 playerpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
vec3 worldpos = playerpos + cameraPosition;
float torchlightmap = lmtexcoord.z;
#if defined Hand_Held_lights && !defined LPV_ENABLED
#ifdef IS_IRIS
vec3 playerCamPos = eyePosition;
#else
vec3 playerCamPos = cameraPosition;
#endif
// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(worldpos-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
if(HELD_ITEM_BRIGHTNESS > 0.0){
float pointLight = clamp(1.0-length(worldpos-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0);
torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, pointLight*pointLight);
}
#ifdef HAND
torchlightmap *= 0.9;
#endif
#endif
float lightmap = clamp( (lmtexcoord.w-0.9) * 10.0,0.,1.);
// float rainfall = 1.0;
// float Puddle_shape = 0.0;
// #if defined Puddles && defined WORLD && !defined ENTITIES && !defined HAND
// // rainfall = rainStrength * noPuddleAreas * lightmap;
// // Puddle_shape = clamp(lightmap - exp(-15.0 * pow(texture2D(noisetex, worldpos.xz * (0.020 * Puddle_Size) ).b,5.0)),0.0,1.0);
// // Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5,0.0,1.0);
// // Puddle_shape *= rainStrength * noPuddleAreas ;
// #endif
vec2 adjustedTexCoord = lmtexcoord.xy;
#if defined POM && defined WORLD && !defined ENTITIES && !defined HAND
// vec2 tempOffset=offsets[framemod8];
adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 viewVector = normalize(tbnMatrix*fragpos);
float dist = length(playerpos);
float falloff = min(max(1.0-dist/MAX_OCCLUSION_DISTANCE,0.0) * 2.0,1.0);
falloff = pow(1.0-pow(1.0-falloff,1.0),2.0);
// falloff = 1;
float maxdist = MAX_OCCLUSION_DISTANCE;
if(!ifPOM) maxdist = 0.0;
gl_FragDepth = gl_FragCoord.z;
if (falloff > 0.0) {
float depthmap = readNormal(vtexcoord.st).a;
float used_POM_DEPTH = 1.0;
float pomdepth = POM_DEPTH*falloff;
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
float noise = blueNoise();
#ifdef Adaptive_Step_length
vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * pomdepth) * clamp(1.0-pow(depthmap,2),0.1,1.0);
used_POM_DEPTH = 1.0;
#else
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*pomdepth;
#endif
vec3 coord = vec3(vtexcoord.st , 1.0);
coord += interval * noise * used_POM_DEPTH;
float sumVec = noise;
for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - pomdepth + pomdepth * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
coord = coord + interval * used_POM_DEPTH;
sumVec += used_POM_DEPTH;
}
if (coord.t < mincoord) {
if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
coord.t = mincoord;
discard;
}
}
adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval;
gl_FragDepth = toClipSpace3(truePos).z;
}
}
#endif
if(!ifPOM) adjustedTexCoord = lmtexcoord.xy;
//////////////////////////////// ////////////////////////////////
//////////////////////////////// ALBEDO ////////////////////////////////
//////////////////////////////// ////////////////////////////////
float textureLOD = bias();
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
// Albedo.rgb = vec3(1.0) * min(max(exp(-15.0 * pow(1.0-luma(Albedo.rgb),3.0)) - 0.2,0.0)*5.0,1.0);
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
if(LIGHTNING > 0) Albedo = vec4(1);
// float ENDPORTAL_EFFECT = 0.0;
// #ifndef ENTITIES
// ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
// #endif
#ifdef WhiteWorld
Albedo.rgb = vec3(0.5);
#endif
#ifdef AEROCHROME_MODE
float gray = dot(Albedo.rgb, vec3(0.2, 1.0, 0.07));
if (
blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER
|| blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SSS_WEAK
|| blockID == BLOCK_GLOW_LICHEN || blockID == BLOCK_SNOW_LAYERS
|| blockID >= 10 && blockID < 80
) {
// IR Reflective (Pink-red)
Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
}
else if(blockID == BLOCK_GRASS) {
// Special handling for grass block
float strength = 1.0 - color.b;
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
}
#ifdef AEROCHROME_WOOL_ENABLED
else if (blockID == BLOCK_SSS_WEAK_2 || blockID == BLOCK_CARPET) {
// Wool
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
}
#endif
else if(blockID == BLOCK_WATER || (blockID >= 300 && blockID < 400))
{
// IR Absorbsive? Dark.
Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
}
#endif
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
#ifdef HAND
if (Albedo.a > 0.1){
Albedo.a = 0.75;
gl_FragData[3] = vec4(0.0);
} else {
Albedo.a = 1.0;
}
#endif
#if defined PARTICLE_RENDERING_FIX && (defined ENTITIES || defined BLOCKENTITIES)
gl_FragData[3] = vec4(0.0);
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// NORMAL ////////////////////////////////
//////////////////////////////// ////////////////////////////////
#if defined WORLD && defined MC_NORMAL_MAP
vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD).xyzw;
#ifdef MATERIAL_AO
Albedo.rgb *= NormalTex.b*0.5+0.5;
#endif
float Heightmap = 1.0 - NormalTex.w;
NormalTex.xy = NormalTex.xy * 2.0-1.0;
NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0));
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// SPECULAR ////////////////////////////////
//////////////////////////////// ////////////////////////////////
#ifdef WORLD
vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD);
// SpecularTex.r = max(SpecularTex.r, rainfall);
// SpecularTex.g = max(SpecularTex.g, max(Puddle_shape*0.02,0.02));
gl_FragData[1].rg = SpecularTex.rg;
#if EMISSIVE_TYPE == 0
gl_FragData[1].a = 0.0;
#endif
#if EMISSIVE_TYPE == 1
gl_FragData[1].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 2
gl_FragData[1].a = SpecularTex.a;
if(SpecularTex.a <= 0.0) gl_FragData[1].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 3
gl_FragData[1].a = SpecularTex.a;
#endif
#if SSS_TYPE == 0
gl_FragData[1].b = 0.0;
#endif
#if SSS_TYPE == 1
gl_FragData[1].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 2
gl_FragData[1].b = SpecularTex.b;
if(SpecularTex.b < 65.0/255.0) gl_FragData[1].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 3
gl_FragData[1].b = SpecularTex.b;
#endif
#endif
// hit glow effect...
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// FINALIZE ////////////////////////////////
//////////////////////////////// ////////////////////////////////
#ifdef WORLD
// #ifdef Puddles
// float porosity = 0.4;
// #ifdef Porosity
// porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
// #endif
// // if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
// #endif
// apply noise to lightmaps to reduce banding.
vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
gl_FragData[2] = vec4(viewToWorld(FlatNormals) * 0.5 + 0.5, VanillaAO);
#endif
}