mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
222 lines
9.1 KiB
GLSL
222 lines
9.1 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying float avgL2;
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flat varying vec3 lightSourceColor;
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flat varying vec3 sunColor;
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flat varying vec3 sunColorCloud;
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flat varying vec3 moonColor;
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flat varying vec3 moonColorCloud;
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flat varying vec3 zenithColor;
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flat varying vec3 avgSky;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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flat varying float rodExposure;
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flat varying float avgBrightness;
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flat varying float exposureF;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float centerDepth;
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform sampler2DShadow shadow;
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uniform int frameCounter;
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uniform float rainStrength;
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uniform float eyeAltitude;
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uniform float nightVision;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferPreviousProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform float sunElevation;
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uniform vec3 cameraPosition;
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uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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#include "lib/Shadow_Params.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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#include "lib/sky_gradient.glsl"
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#define TIMEOFDAYFOG
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#include "lib/volumetricClouds.glsl"
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// #include "lib/biome_specifics.glsl"
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
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return p3;
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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 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 interleaved_gradientNoise(){
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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 + 1.0/1.6180339887 * frameCounter));
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return noise;
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}
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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float luma(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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#include "lib/volumetricFog.glsl"
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const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
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uniform sampler2D depthtex1;//depth
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// #define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0)
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// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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// #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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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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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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float minLight = (MIN_LIGHT_AMOUNT + nightVision*5) * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.);
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// vec3 minLight_col = MIN_LIGHT_AMOUNT * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.) * vec3(0.8,0.9,1.0);
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//Lightmap for forward shading (contains average integrated sky color across all faces + torch + min ambient)
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vec3 avgAmbient = (ambientUp + ambientLeft + ambientRight + ambientB + ambientF + ambientDown)/6.;
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// avgAmbient *= blackbody(ambient_temp);
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if (gl_FragCoord.x < 17. && gl_FragCoord.y < 17.){
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float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5);
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torchLut = torchLut+0.712;
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float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0);
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torch_lightmap = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.;
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float sky_lightmap = (Slightmap[int(gl_FragCoord.y)]-14.0)/235.;
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sky_lightmap = pow(sky_lightmap,1.4);
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vec3 ambient = (ambientUp * blackbody(ambient_temp))*sky_lightmap+torch_lightmap*vec3(TORCH_R,TORCH_G,TORCH_B)*TORCH_AMOUNT;
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gl_FragData[0] = vec4(max(ambient*Ambient_Mult,minLight/5),1.0);
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}
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//Lightmap for deferred shading (contains only torch + min ambient)
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if (gl_FragCoord.x < 17. && gl_FragCoord.y > 19. && gl_FragCoord.y < 19.+17. ){
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float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5);
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torchLut = torchLut+0.712;
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float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0);
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float ambient = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.;
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float sky_lightmap = (Slightmap[int(gl_FragCoord.y-19.0)]-14.0)/235./150.;
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gl_FragData[0] = vec4(sky_lightmap,ambient,minLight,1.0)*Ambient_Mult;
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}
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//Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientUp * blackbody(ambient_temp),1.0);
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientUp,1.0);
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if (gl_FragCoord.x > 2. && gl_FragCoord.x < 3. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientLeft,1.0);
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if (gl_FragCoord.x > 3. && gl_FragCoord.x < 4. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientRight,1.0);
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if (gl_FragCoord.x > 4. && gl_FragCoord.x < 5. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientB,1.0);
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if (gl_FragCoord.x > 5. && gl_FragCoord.x < 6. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientF,1.0);
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 7. && gl_FragCoord.x < 8. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(avgAmbient,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 9. && gl_FragCoord.x < 10. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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if (gl_FragCoord.x > 11. && gl_FragCoord.x < 12. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(avgSky,1.0);
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if (gl_FragCoord.x > 12. && gl_FragCoord.x < 13. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColorCloud,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColorCloud,1.0);
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//Sky gradient (no clouds)
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const float pi = 3.141592653589793238462643383279502884197169;
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if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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sky = calculateAtmosphere(avgSky*4000./2.0, viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
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#ifdef AEROCHROME_MODE
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sky *= vec3(0.0, 0.18, 0.35);
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#endif
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// sky = mix(sky, vec3(0.5,0.5,0.5)*avgSky * 4000., clamp(1 - viewVector.y,0.0,1.0) * rainStrength );
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// sky *= max(abs(viewVector.y+0.05),0.25);
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gl_FragData[0] = vec4(sky/4000.*Sky_Brightness,1.0);
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}
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//Sky gradient with clouds
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if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(blueNoise(),R2_dither()), sunColorCloud, moonColor, ambientUp*5.0);
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vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), ambientUp);
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vec3 skytex = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.;
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if(viewVector.y < -0.025) skytex = skytex * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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skytex = skytex*clouds.a + clouds.rgb/5.0;
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skytex = skytex*VL_Fog.a + VL_Fog.rgb*20;
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gl_FragData[0] = vec4(skytex,1.0);
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}
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//Temporally accumulate sky and light values
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(exposure,avgBrightness,avgL2,1.0);
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if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(rodExposure,centerDepth,0.0, 1.0);
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}
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