mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
303 lines
9.4 KiB
GLSL
303 lines
9.4 KiB
GLSL
#include "/lib/settings.glsl"
|
|
|
|
#include "/lib/res_params.glsl"
|
|
|
|
|
|
flat varying vec4 exposure;
|
|
flat varying vec2 rodExposureDepth;
|
|
varying vec2 texcoord;
|
|
|
|
const bool colortex5MipmapEnabled = true;
|
|
// uniform sampler2D colortex4;
|
|
uniform sampler2D colortex5;
|
|
uniform sampler2D colortex3;
|
|
// uniform sampler2D colortex6;
|
|
uniform sampler2D colortex7;
|
|
// uniform sampler2D colortex8; // specular
|
|
uniform sampler2D colortex9; // specular
|
|
uniform sampler2D depthtex0;
|
|
uniform sampler2D depthtex1;
|
|
uniform sampler2D noisetex;
|
|
uniform vec2 texelSize;
|
|
|
|
uniform ivec2 eyeBrightnessSmooth;
|
|
uniform float viewWidth;
|
|
uniform float viewHeight;
|
|
uniform float frameTimeCounter;
|
|
uniform int frameCounter;
|
|
uniform int isEyeInWater;
|
|
uniform float near;
|
|
uniform float aspectRatio;
|
|
uniform float far;
|
|
uniform float rainStrength;
|
|
uniform float screenBrightness;
|
|
uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
|
|
uniform int hideGUI;
|
|
|
|
uniform int framemod8;
|
|
#include "/lib/TAA_jitter.glsl"
|
|
|
|
|
|
uniform mat4 gbufferModelViewInverse;
|
|
uniform mat4 gbufferProjectionInverse;
|
|
vec4 Weather_properties = Moon_Weather_properties;
|
|
|
|
#include "/lib/color_transforms.glsl"
|
|
#include "/lib/color_dither.glsl"
|
|
// #include "/lib/biome_specifics.glsl"
|
|
#include "/lib/bokeh.glsl"
|
|
|
|
float cdist(vec2 coord) {
|
|
return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
|
|
}
|
|
float blueNoise(){
|
|
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
|
}
|
|
float ld(float depth) {
|
|
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
|
|
}
|
|
|
|
// uniform float viewWidth;
|
|
// uniform float viewHeight;
|
|
|
|
// uniform sampler2D depthtex0;
|
|
|
|
#ifdef DISTANT_HORIZONS
|
|
uniform sampler2D dhDepthTex;
|
|
#endif
|
|
uniform float dhNearPlane;
|
|
uniform float dhFarPlane;
|
|
|
|
float linearizeDepthFast(const in float depth, const in float near, const in float far) {
|
|
return (near * far) / (depth * (near - far) + far);
|
|
}
|
|
|
|
float bloomWeight(){
|
|
|
|
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
|
|
// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
|
|
|
|
float result = 0.0;
|
|
|
|
for ( int i = 0; i < 7; i++) {
|
|
result += weights[i];
|
|
}
|
|
|
|
return result;
|
|
}
|
|
vec3 invTonemap(vec3 col){
|
|
return col/(1-luma(col));
|
|
}
|
|
#define linear_to_srgb(x) (pow(x, vec3(1.0/2.2)))
|
|
|
|
uniform sampler2D colortex6;
|
|
|
|
|
|
float w0(float a)
|
|
{
|
|
return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
|
|
}
|
|
|
|
float w1(float a)
|
|
{
|
|
return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
|
|
}
|
|
|
|
float w2(float a)
|
|
{
|
|
return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
|
|
}
|
|
|
|
float w3(float a)
|
|
{
|
|
return (1.0/6.0)*(a*a*a);
|
|
}
|
|
|
|
float g0(float a)
|
|
{
|
|
return w0(a) + w1(a);
|
|
}
|
|
|
|
float g1(float a)
|
|
{
|
|
return w2(a) + w3(a);
|
|
}
|
|
|
|
float h0(float a)
|
|
{
|
|
return -1.0 + w1(a) / (w0(a) + w1(a));
|
|
}
|
|
|
|
float h1(float a)
|
|
{
|
|
return 1.0 + w3(a) / (w2(a) + w3(a));
|
|
}
|
|
|
|
vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
|
|
{
|
|
vec4 texelSize = vec4(texelSize,1.0/texelSize);
|
|
uv = uv*texelSize.zw;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
|
|
float g0x = g0(fuv.x);
|
|
float g1x = g1(fuv.x);
|
|
float h0x = h0(fuv.x);
|
|
float h1x = h1(fuv.x);
|
|
float h0y = h0(fuv.y);
|
|
float h1y = h1(fuv.y);
|
|
|
|
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy;
|
|
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy;
|
|
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy;
|
|
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy;
|
|
|
|
return g0(fuv.y) * (g0x * texture2D(tex, p0) +
|
|
g1x * texture2D(tex, p1)) +
|
|
g1(fuv.y) * (g0x * texture2D(tex, p2) +
|
|
g1x * texture2D(tex, p3));
|
|
}
|
|
|
|
// vec3 lenseFlare(vec2 UV){
|
|
// float noise = blueNoise();
|
|
|
|
// float vignetteLength = 0.2;
|
|
// float vignette = 0.5+length(texcoord-0.5);//min(max(length(texcoord-0.5) - vignetteLength,0.0) / (1.0/(1.0-vignetteLength)),1.0);
|
|
|
|
// float aberrationStrength = vignette;//clamp(CHROMATIC_ABERRATION_STRENGTH * 0.01 * (1.0 - vignette),0.0,0.9) * vignette * 0.75;
|
|
|
|
// vec2 centeredUV = texcoord - 0.5;
|
|
|
|
// vec3 color = vec3(0.0);
|
|
// color = texture2D(colortex7, texcoord).rgb;
|
|
|
|
// vec2 distortedUV = (centeredUV - (centeredUV ) * aberrationStrength) + 0.5;
|
|
|
|
// color += texture2D(colortex7, distortedUV).rgb;
|
|
// // color.r = texture2D(colortex7, (centeredUV - (centeredUV + centeredUV*noise) * aberrationStrength) + 0.5).r;
|
|
// // color.g = texture2D(colortex7, texcoord).g;
|
|
// // color.b = texture2D(colortex7, (centeredUV + (centeredUV + centeredUV*noise) * aberrationStrength) + 0.5).b;
|
|
|
|
// return color;
|
|
// }
|
|
|
|
void main() {
|
|
/* DRAWBUFFERS:7 */
|
|
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
|
|
vec3 col = texture2D(colortex5,texcoord).rgb;
|
|
|
|
#if DOF_QUALITY >= 0
|
|
/*--------------------------------*/
|
|
float z = ld(texture2D(depthtex1, texcoord.st*RENDER_SCALE).r)*far;
|
|
#if MANUAL_FOCUS == -2
|
|
float focus = rodExposureDepth.y*far;
|
|
#elif MANUAL_FOCUS == -1
|
|
float focus = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
|
|
#elif MANUAL_FOCUS > 0
|
|
float focus = MANUAL_FOCUS;
|
|
#endif
|
|
#if DOF_QUALITY < 5
|
|
float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0);
|
|
#ifdef FAR_BLUR_ONLY
|
|
pcoc *= float(z > focus);
|
|
#endif
|
|
// float noise = blueNoise()*6.28318530718;
|
|
// mat2 noiseM = mat2( cos( noise ), -sin( noise ),
|
|
// sin( noise ), cos( noise )
|
|
// );
|
|
vec3 bcolor = vec3(0.);
|
|
float nb = 0.0;
|
|
vec2 bcoord = vec2(0.0);
|
|
/*--------------------------------*/
|
|
float dofLodLevel = pcoc * 200.0;
|
|
for ( int i = 0; i < BOKEH_SAMPLES; i++) {
|
|
bcolor += texture2DLod(colortex5, texcoord.xy + bokeh_offsets[i]*pcoc*vec2(DOF_ANAMORPHIC_RATIO,aspectRatio), dofLodLevel).rgb;
|
|
}
|
|
col = bcolor/BOKEH_SAMPLES;
|
|
#endif
|
|
#endif
|
|
|
|
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
|
|
|
vec2 resScale = vec2(1920.,1080.)/clampedRes;
|
|
vec2 bloomTileUV = (((gl_FragCoord.xy)*2.0 + 0.5)*texelSize/2.0) / clampedRes*vec2(1920.,1080.);
|
|
|
|
vec3 bloomTile0 = texture2D_bicubic(colortex3, bloomTileUV/2.).rgb; //1/4 res
|
|
vec3 bloomTile1 = texture2D_bicubic(colortex6, bloomTileUV/4.).rgb; //1/8 res
|
|
vec3 bloomTile2 = texture2D_bicubic(colortex6, bloomTileUV/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
|
|
vec3 bloomTile3 = texture2D_bicubic(colortex6, bloomTileUV/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
|
|
vec3 bloomTile4 = texture2D_bicubic(colortex6, bloomTileUV/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
|
|
vec3 bloomTile5 = texture2D_bicubic(colortex6, bloomTileUV/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
|
|
vec3 bloomTile6 = texture2D_bicubic(colortex6, bloomTileUV/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
|
|
|
|
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
|
|
vec3 bloom = (bloomTile0*weights[0] + bloomTile1*weights[1] + bloomTile2*weights[2] + bloomTile3*weights[3] + bloomTile4*weights[4] + bloomTile5*weights[5] + bloomTile6*weights[6]) / bloomWeight();
|
|
vec3 fogBloom = (bloomTile0 + bloomTile1 + bloomTile2 + bloomTile3 + bloomTile4 + bloomTile5 + bloomTile6) / 7.0;
|
|
|
|
|
|
#ifdef AUTO_EXPOSURE
|
|
float purkinje = clamp(exposure.a*exposure.a,0.0,1.0) * clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1);
|
|
#else
|
|
float purkinje = clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1);
|
|
#endif
|
|
|
|
float lightScat = clamp(BLOOM_STRENGTH * 0.3,0.0,1.0) * vignette;
|
|
float VL_abs = texture2D(colortex7, texcoord*RENDER_SCALE).r;
|
|
|
|
VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0+rainStrength) * (1.0-purkinje*0.3),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
|
|
|
|
col = (mix(col, fogBloom, VL_abs) + bloom*lightScat) * exposure.rgb;
|
|
|
|
float lum = dot(col, vec3(0.15,0.3,0.55));
|
|
float lum2 = dot(col, vec3(0.85,0.7,0.45));
|
|
float rodLum = lum2*200.0;
|
|
float rodCurve = clamp(mix(1.0, rodLum/(2.5+rodLum), purkinje),0.0,1.0);
|
|
|
|
col = mix(lum * vec3(Purkinje_R, Purkinje_G, Purkinje_B) * Purkinje_Multiplier, col, rodCurve);
|
|
|
|
#ifndef USE_ACES_COLORSPACE_APPROXIMATION
|
|
col = LinearTosRGB(TONEMAP(col));
|
|
#else
|
|
col = col * ACESInputMat;
|
|
col = TONEMAP(col);
|
|
|
|
col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
|
|
#endif
|
|
|
|
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
|
|
|
|
#if DOF_QUALITY == 5
|
|
#if FOCUS_LASER_COLOR == 0 // Red
|
|
vec3 laserColor = vec3(25, 0, 0);
|
|
#elif FOCUS_LASER_COLOR == 1 // Green
|
|
vec3 laserColor = vec3(0, 25, 0);
|
|
#elif FOCUS_LASER_COLOR == 2 // Blue
|
|
vec3 laserColor = vec3(0, 0, 25);
|
|
#elif FOCUS_LASER_COLOR == 3 // Pink
|
|
vec3 laserColor = vec3(25, 10, 15);
|
|
#elif FOCUS_LASER_COLOR == 4 // Yellow
|
|
vec3 laserColor = vec3(25, 25, 0);
|
|
#elif FOCUS_LASER_COLOR == 5 // White
|
|
vec3 laserColor = vec3(25);
|
|
#endif
|
|
float depth = texture(depthtex0, texcoord).r;
|
|
|
|
#ifdef DISTANT_HORIZONS
|
|
float _near = near;
|
|
float _far = far*4.0;
|
|
|
|
if (depth >= 1.0) {
|
|
depth = texture2D(dhDepthTex, texcoord).x;
|
|
_near = dhNearPlane;
|
|
_far = dhFarPlane;
|
|
}
|
|
|
|
depth = linearizeDepthFast(depth, _near, _far);
|
|
#else
|
|
depth = linearizeDepthFast(depth, near, far);
|
|
#endif
|
|
|
|
// focus = gl_FragCoord.x * 0.1;
|
|
if( hideGUI < 1) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focus-abs(depth)) ,0,1),25) ;
|
|
#endif
|
|
} |