Bliss-Shader/shaders/dimensions/deferred.vsh

313 lines
10 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
// uniform int dhRenderDistance;
uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec3 lightSourceColor;
flat varying vec3 zenithColor;
flat varying vec2 tempOffsets;
flat varying float exposure;
flat varying float avgBrightness;
flat varying float rodExposure;
flat varying float avgL2;
flat varying float centerDepth;
#ifdef Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
uniform int hideGUI;
flat varying vec4 CurrentFrame_dailyWeatherParams0;
flat varying vec4 CurrentFrame_dailyWeatherParams1;
uniform sampler2D colortex4;
uniform sampler2D colortex6;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform vec2 texelSize;
uniform float sunElevation;
uniform float eyeAltitude;
uniform float near;
// uniform float far;
uniform float frameTime;
uniform int frameCounter;
uniform float rainStrength;
// uniform int worldTime;
vec3 sunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
// vec3 sunVec = normalize(LightDir);
#include "/lib/sky_gradient.glsl"
#include "/lib/util.glsl"
#include "/lib/ROBOBO_sky.glsl"
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 rodSample(vec2 Xi)
{
float r = sqrt(1.0f - Xi.x*Xi.y);
float phi = 2 * 3.14159265359 * Xi.y;
return normalize(vec3(cos(phi) * r, sin(phi) * r, Xi.x)).xzy;
}
//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
vec2 R2_samples(int n){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha * n);
}
float tanh(float x){
return (exp(x) - exp(-x))/(exp(x) + exp(-x));
}
float ld(float depth) {
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
uniform float nightVision;
uniform int worldDay;
void getWeatherParams(
inout vec4 weatherParams0,
inout vec4 weatherParams1,
float layer0_coverage,
float layer1_coverage,
float layer2_coverage,
float uniformFog_density,
float layer0_density,
float layer1_density,
float layer2_density,
float cloudyFog_density
){
weatherParams0 = vec4(layer0_coverage, layer1_coverage, layer2_coverage, uniformFog_density);
weatherParams1 = vec4(layer0_density, layer1_density, layer2_density, cloudyFog_density);
}
float hash11(float p)
{
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
void main() {
gl_Position = ftransform()*0.5+0.5;
gl_Position.xy = gl_Position.xy*vec2(18.+258*2,258.)*texelSize;
gl_Position.xy = gl_Position.xy*2.-1.0;
#ifdef OVERWORLD_SHADER
///////////////////////////////////
/// --- AMBIENT LIGHT STUFF --- ///
///////////////////////////////////
averageSkyCol_Clouds = vec3(0.0);
averageSkyCol = vec3(0.0);
vec2 sample3x3[9] = vec2[](
vec2(-1.0, -0.3),
vec2( 0.0, 0.0),
vec2( 1.0, -0.3),
vec2(-1.0, -0.5),
vec2( 0.0, -0.5),
vec2( 1.0, -0.5),
vec2(-1.0, -1.0),
vec2( 0.0, -1.0),
vec2( 1.0, -1.0)
);
// sample in a 3x3 pattern to get a good area for average color
int maxIT = 9;
// int maxIT = 20;
for (int i = 0; i < maxIT; i++) {
vec3 pos = vec3(0.0,1.0,0.0);
pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.9000);
averageSkyCol_Clouds += 1.5 * (skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.0);
averageSkyCol += 1.5 * (skyFromTex(pos,colortex4).rgb/maxIT/150.0);
}
// maximum control of color and luminance
// vec3 minimumlight = vec3(0.5,0.75,1.0) * nightVision;
// averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.7), minimumlight);
vec3 minimumlight = vec3(0.02) * 0.2 * MIN_LIGHT_AMOUNT + nightVision * 0.05;
averageSkyCol_Clouds = max(normalize(averageSkyCol_Clouds + 1e-6) * min(luma(averageSkyCol_Clouds) * 3.0,2.5),0.0);
averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + max(minimumlight, 0.02 * 0.2);
////////////////////////////////////////
/// --- SUNLIGHT/MOONLIGHT STUFF --- ///
////////////////////////////////////////
vec2 planetSphere = vec2(0.0);
float sunVis = clamp(sunElevation,0.0,0.05)/0.05*clamp(sunElevation,0.0,0.05)/0.05;
float moonVis = clamp(-sunElevation,0.0,0.05)/0.05*clamp(-sunElevation,0.0,0.05)/0.05;
vec3 skyAbsorb = vec3(0.0);
sunColor = calculateAtmosphere(vec3(0.0), sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.0);
sunColor = sunColorBase/4000.0 * skyAbsorb;
moonColor = moonColorBase/4000.0;
// lightSourceColor = sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis;
lightSourceColor = sunColor * sunVis + moonColor * moonVis;
#endif
//////////////////////////////////
/// --- WEATHER PARAMETERS --- ///
//////////////////////////////////
#ifdef Daily_Weather
// this is horrid and i hate it
// store 8 values that control cloud parameters.
// as the day counter changes, switch to a different set of stored values.
#ifdef CHOOSE_RANDOM_WEATHER_PROFILE
int dayCounter = int(clamp(hash11(float(mod(worldDay, 1000))) * 10.0, 0,10));
#else
int dayCounter = int(mod(worldDay, 10));
#endif
vec4 weatherParameters_A[10] = vec4[](
vec4( DAY0_l0_coverage, DAY0_l1_coverage, DAY0_l2_coverage, DAY0_ufog_density),
vec4( DAY1_l0_coverage, DAY1_l1_coverage, DAY1_l2_coverage, DAY1_ufog_density),
vec4( DAY2_l0_coverage, DAY2_l1_coverage, DAY2_l2_coverage, DAY2_ufog_density),
vec4( DAY3_l0_coverage, DAY3_l1_coverage, DAY3_l2_coverage, DAY3_ufog_density),
vec4( DAY4_l0_coverage, DAY4_l1_coverage, DAY4_l2_coverage, DAY4_ufog_density),
vec4( DAY5_l0_coverage, DAY5_l1_coverage, DAY5_l2_coverage, DAY5_ufog_density),
vec4( DAY6_l0_coverage, DAY6_l1_coverage, DAY6_l2_coverage, DAY6_ufog_density),
vec4( DAY7_l0_coverage, DAY7_l1_coverage, DAY7_l2_coverage, DAY7_ufog_density),
vec4( DAY8_l0_coverage, DAY8_l1_coverage, DAY8_l2_coverage, DAY8_ufog_density),
vec4( DAY9_l0_coverage, DAY9_l1_coverage, DAY9_l2_coverage, DAY9_ufog_density)
);
vec4 weatherParameters_B[10] = vec4[](
vec4(DAY0_l0_density, DAY0_l1_density, DAY0_l2_density, DAY0_cfog_density),
vec4(DAY1_l0_density, DAY1_l1_density, DAY1_l2_density, DAY1_cfog_density),
vec4(DAY2_l0_density, DAY2_l1_density, DAY2_l2_density, DAY2_cfog_density),
vec4(DAY3_l0_density, DAY3_l1_density, DAY3_l2_density, DAY3_cfog_density),
vec4(DAY4_l0_density, DAY4_l1_density, DAY4_l2_density, DAY4_cfog_density),
vec4(DAY5_l0_density, DAY5_l1_density, DAY5_l2_density, DAY5_cfog_density),
vec4(DAY6_l0_density, DAY6_l1_density, DAY6_l2_density, DAY6_cfog_density),
vec4(DAY7_l0_density, DAY7_l1_density, DAY7_l2_density, DAY7_cfog_density),
vec4(DAY8_l0_density, DAY8_l1_density, DAY8_l2_density, DAY8_cfog_density),
vec4(DAY9_l0_density, DAY9_l1_density, DAY9_l2_density, DAY9_cfog_density)
);
CurrentFrame_dailyWeatherParams0 = weatherParameters_A[dayCounter];
CurrentFrame_dailyWeatherParams1 = weatherParameters_B[dayCounter];
vec4 rainyWeatherParameters_A[3] = vec4[](
// vec4(DAY0_l0_coverage, DAY0_l1_coverage, DAY0_l2_coverage, DAY0_ufog_density),
vec4(1.3,0.0,0.0,0.0),
vec4(0.5,0.0,0.0,0.0),
vec4(0.0,0.0,0.0,0.0)
);
vec4 rainyWeatherParameters_B[3] = vec4[](
// vec4(DAY7_l0_density, DAY7_l1_density, DAY7_l2_density, DAY7_cfog_density),
vec4(0.1,0.0,0.0,0.0),
vec4(0.1,0.0,0.0,0.0),
vec4(0.0,0.0,0.0,0.0)
);
// if(hideGUI == 1){
// CurrentFrame_dailyWeatherParams0 = rainyWeatherParameters_A[worldDay%2];
// CurrentFrame_dailyWeatherParams1 = rainyWeatherParameters_B[worldDay%2];
// } else {
// CurrentFrame_dailyWeatherParams0 = vec4(0.5,0.0,0.0,0.0);
// CurrentFrame_dailyWeatherParams1 = vec4(0.1,0.5,0.0,0.0);
// }
#if defined Daily_Weather
dailyWeatherParams0 = vec4(sqrt(texelFetch2D(colortex4,ivec2(1,1),0).rgb/ 1500.0), 0.0);
dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
#endif
#endif
//////////////////////////////
/// --- EXPOSURE STUFF --- ///
//////////////////////////////
float avgLuma = 0.0;
float m2 = 0.0;
int n=100;
vec2 clampedRes = max(1.0/texelSize,vec2(1920.0,1080.));
float avgExp = 0.0;
float avgB = 0.0;
vec2 resScale = vec2(1920.,1080.)/clampedRes;
const int maxITexp = 50;
float w = 0.0;
for (int i = 0; i < maxITexp; i++){
vec2 ij = R2_samples((frameCounter%2000)*maxITexp+i);
vec2 tc = 0.5 + (ij-0.5) * 0.7;
vec3 sp = texture2D(colortex6, tc/16. * resScale+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb;
avgExp += log(sqrt(luma(sp)));
avgB += log(min(dot(sp,vec3(0.07,0.22,0.71)),8e-2));
}
avgExp = exp(avgExp/maxITexp);
avgB = exp(avgB/maxITexp);
avgBrightness = clamp(mix(avgExp,texelFetch2D(colortex4,ivec2(10,37),0).g,0.95),0.00003051757,65000.0);
float L = max(avgBrightness,1e-8);
float keyVal = 1.03-2.0/(log(L*4000/150.*8./3.0+1.0)/log(10.0)+2.0);
float expFunc = 0.5+0.5*tanh(log(L));
// float targetExposure = 1.0/log(L+1.05);
float targetExposure = (EXPOSURE_DARKENING * 0.35)/log(L+1.0 + EXPOSURE_BRIGHTENING * 0.05);
// float targetExposure = 0.18/log2(L*2.5+1.045)*0.62; // choc original
avgL2 = clamp(mix(avgB,texelFetch2D(colortex4,ivec2(10,37),0).b,0.985),0.00003051757,65000.0);
float targetrodExposure = max(0.012/log2(avgL2+1.002)-0.1,0.0)*1.2;
exposure = max(targetExposure, 0.0);
// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
// exposure = 1;
float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)*RENDER_SCALE).r);
centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
centerDepth = centerDepth * centerDepth * 65000.0;
rodExposure = targetrodExposure;
#ifndef AUTO_EXPOSURE
exposure = Manual_exposure_value;
rodExposure = clamp(log(Manual_exposure_value*2.0+1.0)-0.1,0.0,2.0);
#endif
}