mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
514 lines
15 KiB
GLSL
514 lines
15 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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#include "/lib/diffuse_lighting.glsl"
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varying vec2 texcoord;
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flat varying vec3 avgAmbient;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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const bool colortex5MipmapEnabled = true;
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uniform sampler2D colortex0;//clouds
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex4;//Skybox
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uniform sampler2D colortex3;
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uniform sampler2D colortex7;
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uniform sampler2D colortex5;
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uniform sampler2D colortex2;
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uniform sampler2D colortex8;
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uniform sampler2D colortex15;
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uniform sampler2D colortex6;//Skybox
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uniform sampler2D depthtex1;//depth
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uniform sampler2D depthtex0;//depth
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uniform sampler2D noisetex;//depth
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uniform int heldBlockLightValue;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowProjectionInverse;
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uniform float far;
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uniform float near;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 previousCameraPosition;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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uniform float aspectRatio;
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uniform vec3 cameraPosition;
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uniform vec3 sunVec;
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uniform ivec2 eyeBrightnessSmooth;
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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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#include "/lib/color_transforms.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/sky_gradient.glsl"
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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vec2 RENDER_SCALE = vec2(1.0);
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#include "/lib/specular.glsl"
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#include "/lib/nether_fog.glsl"
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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float lengthVec (vec3 vec){
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return sqrt(dot(vec,vec));
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}
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float triangularize(float dither)
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{
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float center = dither*2.0-1.0;
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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float interleaved_gradientNoise(float temp){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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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));
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return noise;
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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vec3 exponent = floor(log2(color));
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return color + dither*exp2(-mantissaBits)*exp2(exponent);
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}
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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// float linZ(float depth) {
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// return (2.0 * near) / (far + near - depth * (far - near));
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// // l = (2*n)/(f+n-d(f-n))
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// // f+n-d(f-n) = 2n/l
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// // -d(f-n) = ((2n/l)-f-n)
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// // d = -((2n/l)-f-n)/(f-n)
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// }
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// float invLinZ (float lindepth){
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// return -((2.0*near/lindepth)-far-near)/(far-near);
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// }
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// vec3 toClipSpace3(vec3 viewSpacePosition) {
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// return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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// }
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
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{
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float alpha0 = sampleNumber/nb;
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28 + alpha * 4.0 * 6.28;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*sqrt(alpha);
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}
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vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,float maxZ){
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vec4 sampled = vec4(texelFetch2D(tex,ivec2(coord),0).rgb,1.0);
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return vec3(sampled.x,sampled.yz/sampled.w);
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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 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);
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}
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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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vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot,float r0)
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{
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float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
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float angle = alpha * (nbRot * 6.28) + spinAngle*6.28;
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float ssR = alpha;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*ssR;
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}
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float ssao(vec3 fragpos, float dither,vec3 normal)
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{
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float mulfov = 1.0;
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ivec2 pos = ivec2(gl_FragCoord.xy);
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const float tan70 = tan(70.*3.14/180.);
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float mulfov2 = gbufferProjection[1][1]/tan70;
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const float PI = 3.14159265;
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const float samplingRadius = 0.712;
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float angle_thresh = 0.05;
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float rd = mulfov2*0.05;
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//pre-rotate direction
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float n = 0.;
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float occlusion = 0.0;
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vec2 acc = -vec2(TAA_Offset)*texelSize*0.5;
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float mult = (dot(normal,normalize(fragpos))+1.0)*0.5+0.5;
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vec2 v = fract(vec2(dither,interleaved_gradientNoise()) + (frameCounter%10000) * vec2(0.75487765, 0.56984026));
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for (int j = 0; j < 7+2 ;j++) {
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vec2 sp = tapLocation(j,v.x,7+2,2.,v.y);
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vec2 sampleOffset = sp*rd;
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ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight));
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if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth && offset.y < viewHeight ) {
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vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x));
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vec3 vec = t0.xyz - fragpos;
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float dsquared = dot(vec,vec);
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if (dsquared > 1e-5){
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if (dsquared < fragpos.z*fragpos.z*0.05*0.05*mulfov2*2.*1.412){
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float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
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occlusion += NdotV;
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}
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n += 1.0;
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}
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}
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}
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return clamp(1.0-occlusion/n*2.0,0.,1.0);
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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int spCount = rayMarchSampleCount;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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vec3 dVWorld = -mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs);
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vec3 light = (ambientMul*ambient) * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs *absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
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}
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void LabEmission(
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inout vec3 Lighting,
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vec3 Albedo,
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float Emission
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){
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// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
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}
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vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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vec3 absorbed = max(luma(albedo) - albedo,0.0);
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// vec3 scatter = exp(-sqrt(max(Scattering+0.05,0.0) * absorbed * 25)) * exp(Scattering * -5);
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vec3 scatter = exp(-sqrt(Scattering * absorbed * 5)) * pow((-Scattering+1.0)*1.25,2.0);
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scatter *= pow(Density,LabSSS_Curve);
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// temporary
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scatter *= ambientsss_brightness;
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return scatter;
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}
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void ScreenSpace_SSS(inout float sss, vec3 fragpos, vec2 noise, vec3 normal){
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ivec2 pos = ivec2(gl_FragCoord.xy);
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const float tan70 = tan(70.*3.14/180.);
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float dist = 1.0 + (clamp(fragpos.z*fragpos.z/50.0,0,2)); // shrink sample size as distance increases
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float mulfov2 = gbufferProjection[1][1]/(tan70 * dist);
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float dist3 = clamp(1-exp( fragpos.z*fragpos.z / -50),0,1);
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float maxR2_2 = mix(10, fragpos.z*fragpos.z*mulfov2*2./50.0, dist3);
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float rd = mulfov2 * 0.1;
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vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
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// int seed = (frameCounter%40000)*2 + (1+frameCounter);
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// float randomDir = fract(R2_samples(seed).y + noise.x ) * 1.61803398874 ;
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float n = 0.0;
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vec2 v = fract(vec2(noise.x,interleaved_gradientNoise()) + (frameCounter%10000) * vec2(0.75487765, 0.56984026));
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for (int j = 0; j < 7+2 ;j++) {
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vec2 sp = tapLocation(j,v.x,7+2,2.,v.y);
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// vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, randomDir);
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vec2 sampleOffset = sp*rd;
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ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
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if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
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vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) * vec3(1.0/RENDER_SCALE, 1.0) );
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vec3 vec = t0.xyz - fragpos;
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float dsquared = dot(vec,vec);
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if (dsquared > 1e-5){
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if(dsquared > maxR2_2){
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float NdotV = 1.0 - clamp(dot(vec*dsquared, normalize(normal)),0.,1.);
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sss += max((NdotV - (1.0-NdotV)) * clamp(1.0-maxR2_2/dsquared,0.0,1.0) ,0.0);
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}
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n += 1;
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}
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}
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}
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sss = max(1.0 - sss/n, 0.0);
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}
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void main() {
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
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float z0 = texture2D(depthtex0,texcoord).x;
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float z = texture2D(depthtex1,texcoord).x;
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vec2 tempOffset=TAA_Offset;
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float noise = blueNoise();
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec4 trpData = texture2D(colortex7,texcoord);
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bool iswater = trpData.a > 0.99;
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vec4 SpecularTex = texture2D(colortex8,texcoord);
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float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
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vec4 data = texture2D(colortex1,texcoord); // terraom
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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float Translucent_Programs = texture2D(colortex2,texcoord).a; // the shader for all translucent progams.
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// Normal //
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vec3 normal = decode(dataUnpacked0.yw) ;
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vec4 normalAndAO = texture2D(colortex15,texcoord);
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vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
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float vanilla_AO = 1.0 - exp2(-5 * pow(1-normalAndAO.a,3)) ;
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vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
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vec2 lightmap = dataUnpacked1.yz;
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bool translucent = abs(dataUnpacked1.w-0.5) <0.01;
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bool hand = abs(dataUnpacked1.w-0.75) <0.01;
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float Indirect_SSS = 0.0;
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if (z >=1.0) {
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vec3 color = clamp(gl_Fog.color.rgb*pow(luma(gl_Fog.color.rgb),-0.75)*0.65,0.0,1.0)*0.02;
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gl_FragData[0].rgb = clamp(fp10Dither(color*8./3. * (1.0-rainStrength*0.4),triangularize(noise)),0.0,65000.);
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} else {
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p3 += gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 FogColor = (gl_Fog.color.rgb / pow(0.00001 + dot(gl_Fog.color.rgb,vec3(0.3333)),1.0) ) * 0.2;
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// do all ambient lighting stuff
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vec3 Indirect_lighting = DoAmbientLighting_Nether(FogColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3, p3 );
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if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * vanilla_AO;
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// ScreenSpace_SSS(Indirect_SSS, fragpos, vec2(R2_dither()), FlatNormals);
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// Indirect_lighting *= 1 + SubsurfaceScattering_sky(albedo, Indirect_SSS, LabSSS) * 5;
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vec3 LightColor = LightSourceColor();
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float SdotV = dot(normalize(viewspace_sunvec), normalize(fragpos));
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float OrbMie = max(exp((p3.y - 60) / -30.),0);
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// 0.5 added because lightsources are always high radius.
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float NdotL = clamp( dot(normal,normalize(WsunVec)) + 0.25,0.0,1.0);
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vec3 LightSource = LightColor * NdotL * OrbMie ;
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// LightSource *= rayTraceShadow(worldToView(normalize(-LightPos)), fragpos, interleaved_gradientNoise());
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// LightSource *= GetCloudShadow(p3, WsunVec, blueNoise());
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// finalize
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gl_FragData[0].rgb = (Indirect_lighting) * albedo;
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// gl_FragData[0].rgb = LightSource * albedo;
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#ifdef Specular_Reflections
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MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, SpecularTex.ggg, albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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#endif
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#ifdef LabPBR_Emissives
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LabEmission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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#endif
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}
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// ////// border Fog
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// if(Translucent_Programs > 0.0){
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// vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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// float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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// gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
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// }
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////// Water Fog
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if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
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vec3 fragpos0 = toScreenSpace(vec3(texcoord-vec2(tempOffset)*texelSize*0.5,z0));
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float Vdiff = distance(fragpos,fragpos0);
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if(isEyeInWater == 1) Vdiff = (length(fragpos));
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float VdotU = np3.y;
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float estimatedDepth = Vdiff; //assuming water plane
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float estimatedSunDepth = estimatedDepth; //assuming water plane
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vec3 ambientColVol = vec3(1.0,0.25,0.5) * 0.33 ;
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waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol);
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}
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// gl_FragData[0].rgb = SubsurfaceScattering_sky(albedo, Indirect_SSS, 1.0) * vec3(1);
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/* DRAWBUFFERS:3 */
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}
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