Bliss-Shader/shaders/composite3.fsh
Xonk 2ac0cda149 Screenspace subsurface scattering, and various tweaks
good old SSSSS.

tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
2023-06-01 17:41:06 -04:00

309 lines
9.2 KiB
GLSL

#version 120
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
flat varying vec3 zMults;
flat varying vec2 TAA_Offset;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex9;
uniform sampler2D colortex11;
uniform sampler2D colortex13;
uniform sampler2D colortex15;
uniform vec2 texelSize;
flat varying vec3 noooormal;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
flat varying vec3 WsunVec;
uniform vec3 sunVec;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float far;
uniform float near;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferProjection;
uniform mat4 gbufferPreviousProjection;
uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
uniform int isEyeInWater;
uniform ivec2 eyeBrightnessSmooth;
uniform float rainStrength;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
#include "lib/waterBump.glsl"
#include "/lib/res_params.glsl"
#include "lib/sky_gradient.glsl"
#include "lib/volumetricClouds.glsl"
// #include "lib/biome_specifics.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
float ld(float depth) {
return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
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);
}
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;
}
// #include "lib/specular.glsl"
vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, vec2 distort){
coord = coord;
vec4 vl = vec4(0.0);
float sum = 0.0;
mat3x3 weights;
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION + distort)*scaling;
ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION + distort);
float dz = zMults.x;
ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(0) + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
sum += w;
tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
sum += w;
return vl/sum;
}
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 ;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
vec4 blueNoise(vec2 coord){
return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
void main() {
/* DRAWBUFFERS:73 */
vec2 texcoord = gl_FragCoord.xy*texelSize;
vec4 trpData = texture2D(colortex7,texcoord);
bool iswater = trpData.a > 0.99;
float translucentAlpha = trpData.a;
// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
// float sunlight = speculartex.b;
//3x3 bilateral upscale from half resolution
float z = texture2D(depthtex0,texcoord).x;
float z2 = texture2D(depthtex1,texcoord).x;
float frDepth = ld(z2);
// vec4 vl = texture2D(colortex0,texcoord * 0.5);
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
vec3 data = texture2D(colortex11,texcoord).rgb;
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
vec2 tangentNormals = unpack0.xy*2.0-1.0;
if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
vec4 TranslucentShader = texture2D(colortex2,texcoord);
float lightleakfix = clamp((eyeBrightnessSmooth.y )/240.0,0.0,1.0);
vec2 tempOffset = TAA_Offset;
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
vec2 refractedCoord = texcoord;
/// --- REFRACTION --- ///
#ifdef Refraction
refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
// refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
if( refractedalpha <= 0.0 ) refractedCoord = texcoord; // remove refracted coords on solids
#endif
/// --- MAIN COLOR BUFFER --- ///
// it is sampled with distorted texcoords
vec3 color = texture2D(colortex3,refractedCoord).rgb;
#ifdef BorderFog
vec3 sky = skyFromTex(np3,colortex4) / 150. * 5.0;
float fog = 1.0 - clamp(exp(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
float heightFalloff = clamp( pow(abs(np3.y-1.01),5) ,0,1) ;
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff* lightleakfix);
#endif
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
// if(albedo.a < 0) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),10.),0.0,1.0);
if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
#endif
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff * lightleakfix);
#endif
}
//cave fog
#ifdef Cave_fog
if (isEyeInWater == 0){
float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
float fogfade = clamp( exp(clamp( np3.y*0.5 +0.5,0,1) * -6.0) ,0.0,1.0);
color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor)* clamp( 1.5 - np3.y,0.,1)) ;
}
#endif
// underwater fog
if (isEyeInWater == 1){
float fogfade = clamp( exp(length(p3) / -10) ,0.0,1.0);
color.rgb = color.rgb * fogfade ;
vl.a *= fogfade*0.7+0.3 ;
}
color *= vl.a;
color += vl.rgb;
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect
if(rainDrops > 0.0) vl.a *= clamp(exp2(-rainDrops*5),0.,1.); // bloomy rain effect
gl_FragData[0].r = vl.a;
/// lava.
if (isEyeInWater == 2){
color.rgb = vec3(4.0,0.5,0.1);
}
/// powdered snow
if (isEyeInWater == 3){
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
vl.a = 0.0;
}
// blidnesss
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
// darkness effect
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
#ifdef display_LUT
vec2 movedTC = texcoord ;
if(texcoord.x < 0.45 ) color.rgb = texture2D(colortex4,movedTC).rgb / 150. * 5.0;
#endif
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
// gl_FragData[1].rgb = vec3(tangentNormals,0.0);
}