mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
472 lines
14 KiB
GLSL
472 lines
14 KiB
GLSL
#include "/lib/settings.glsl"
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// #if defined END_SHADER || defined NETHER_SHADER
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// #undef IS_LPV_ENABLED
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// #endif
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#ifdef IS_LPV_ENABLED
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#extension GL_EXT_shader_image_load_store: enable
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#extension GL_ARB_shading_language_packing: enable
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#endif
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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varying vec4 color;
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flat varying float exposure;
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#ifdef LINES
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flat varying int SELECTION_BOX;
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#endif
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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uniform sampler2D shadowcolor0;
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uniform sampler2DShadow shadowtex0;
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uniform sampler2DShadow shadowtex1;
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#endif
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flat varying vec3 WsunVec;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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#endif
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uniform int isEyeInWater;
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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#ifdef IS_LPV_ENABLED
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uniform usampler1D texBlockData;
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 gbufferProjectionInverse;
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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 vec3 cameraPosition;
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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uniform vec2 texelSize;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#ifndef OVERWORLD_SHADER
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uniform float nightVision;
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#endif
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#include "/lib/util.glsl"
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#ifdef OVERWORLD_SHADER
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#endif
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#ifdef IS_LPV_ENABLED
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uniform int heldItemId;
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uniform int heldItemId2;
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uniform int frameCounter;
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/sky_gradient.glsl"
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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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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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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//Mie phase function
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float phaseg(float x, float g){
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float gg = g * g;
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return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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// #undef BASIC_SHADOW_FILTER
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#ifdef OVERWORLD_SHADER
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float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade){
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if(maxDistFade <= 0.0) return 1.0;
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// setup shadow projection
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vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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// un-distort
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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#else
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float distortFactor = 1.0;
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#endif
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// hamburger
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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float shadowmap = 0.0;
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vec3 translucentTint = vec3(0.0);
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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// determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth
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float shadowDepthDiff = pow(clamp((shadow2D(shadowtex1, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0);
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// get opaque shadow data to get opaque data from translucent shadows.
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float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
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shadowmap += max(opaqueShadow, shadowDepthDiff);
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// get translucent shadow data
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vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
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// this curve simply looked the nicest. it has no other meaning.
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float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2);
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// normalize the color to remove luminance, and keep the hue. remove all opaque color.
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// mulitply shadow alpha to shadow color, but only on surfaces facing the lightsource. this is a tradeoff to protect subsurface scattering's colored shadow tint from shadow bias on the back of the caster.
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translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha;
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// make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0
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translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff);
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#else
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shadowmap += shadow2D(shadow, projectedShadowPosition).x;
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#endif
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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// tint the lightsource color with the translucent shadow color
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directLightColor *= mix(vec3(1.0), translucentTint.rgb, maxDistFade);
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#endif
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return mix(1.0, shadowmap, maxDistFade);
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}
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#endif
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#if defined DAMAGE_BLOCK_EFFECT && defined POM
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#extension GL_ARB_shader_texture_lod : enable
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mat3 inverseMatrix(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
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b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
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const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
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const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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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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uniform mat4 gbufferProjection;
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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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flat varying vec3 WsunVec2;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec4 normalMat;
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vec4 readNormal(in vec2 coord)
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{
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return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readTexture(in vec2 coord)
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{
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return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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#endif
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uniform float near;
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// uniform float far;
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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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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy
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){
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}
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uniform vec3 eyePosition;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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#ifdef DAMAGE_BLOCK_EFFECT
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/* RENDERTARGETS:11 */
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#else
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/* DRAWBUFFERS:29 */
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#endif
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void main() {
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#ifdef DAMAGE_BLOCK_EFFECT
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vec2 adjustedTexCoord = lmtexcoord.xy;
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#ifdef POM
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(0.0));
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 normal = normalMat.xyz;
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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vec3 viewVector = normalize(tbnMatrix*fragpos);
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float dist = length(fragpos);
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float maxdist = MAX_OCCLUSION_DISTANCE;
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// float depth = gl_FragCoord.z;
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if (dist < maxdist) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
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#ifdef Adaptive_Step_length
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vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0);
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used_POM_DEPTH = 1.0;
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#else
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vec3 interval = viewVector.xyz/-viewVector.z/ MAX_OCCLUSION_POINTS*POM_DEPTH;
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#endif
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vec3 coord = vec3(vtexcoord.st, 1.0);
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coord += interval * used_POM_DEPTH;
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float sumVec = 0.5;
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for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
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coord = coord + interval * used_POM_DEPTH;
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sumVec += used_POM_DEPTH;
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}
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if (coord.t < mincoord) {
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if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
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coord.t = mincoord;
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discard;
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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// vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval;
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// depth = toClipSpace3(truePos).z;
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}
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}
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy));
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#else
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vec4 Albedo = texture2D(texture, adjustedTexCoord.xy);
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#endif
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Albedo.rgb = toLinear(Albedo.rgb);
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if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0 || Albedo.a < 0.01 ) { discard; return; }
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gl_FragData[0] = vec4(encodeVec2(vec2(0.5)), encodeVec2(Albedo.rg), encodeVec2(vec2(Albedo.b,0.02)), 1.0);
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#endif
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#if !defined DAMAGE_BLOCK_EFFECT
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#ifdef LINES
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#ifndef SELECT_BOX
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if(SELECTION_BOX > 0) discard;
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#endif
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#endif
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vec2 tempOffset = offsets[framemod8];
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vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
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vec3 feetPlayerPos_normalized = normalize(feetPlayerPos);
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vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
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#ifdef WhiteWorld
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TEXTURE.rgb = vec3(0.5);
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#endif
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vec3 Albedo = toLinear(TEXTURE.rgb);
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vec2 lightmap = clamp(lmtexcoord.zw,0.0,1.0);
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#ifndef OVERWORLD_SHADER
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lightmap.y = 1.0;
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#endif
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#if defined Hand_Held_lights && !defined LPV_ENABLED
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#ifdef IS_IRIS
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vec3 playerCamPos = eyePosition;
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#else
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vec3 playerCamPos = cameraPosition;
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#endif
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#endif
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#ifdef WEATHER
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gl_FragData[1] = vec4(0.0,0.0,0.0,TEXTURE.a); // for bloomy rain and stuff
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#endif
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#ifndef WEATHER
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#ifndef LINES
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gl_FragData[0].a = TEXTURE.a;
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#else
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gl_FragData[0].a = 1.0;
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#endif
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#ifndef BLOOMY_PARTICLES
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gl_FragData[1].a = 0.0; // for bloomy rain and stuff
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#endif
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vec3 Direct_lighting = vec3(0.0);
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vec3 directLightColor = vec3(0.0);
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vec3 Indirect_lighting = vec3(0.0);
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vec3 AmbientLightColor = vec3(0.0);
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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vec3 MinimumLightColor = vec3(1.0);
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if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
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if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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#ifdef OVERWORLD_SHADER
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directLightColor = lightCol.rgb/80.0;
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float Shadows = 1.0;
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vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(shadowPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(shadowPlayerPos) / (shadowDistance+11),0.0)*5.0,1.0));
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float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
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Shadows = ComputeShadowMap(directLightColor, shadowPlayerPos, shadowMapFalloff);
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Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(feetPlayerPos);
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#endif
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Direct_lighting = directLightColor * Shadows;
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#ifndef LINES
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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AmbientLightColor = averageSkyCol_Clouds / 30.0;
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#ifdef IS_IRIS
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AmbientLightColor *= 2.5;
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#else
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AmbientLightColor *= 0.5;
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#endif
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Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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Indirect_lighting = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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#endif
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#ifdef END_SHADER
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Indirect_lighting = vec3(0.3,0.6,1.0) * 0.5;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 lpvPos = GetLpvPosition(feetPlayerPos);
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0);
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#else
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#endif
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|
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// distance fade targeting the world border...
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if(TEXTURE.a < 0.7 && TEXTURE.a > 0.2) gl_FragData[0] *= clamp(1.0 - length(feetPlayerPos) / 100.0 ,0.0,1.0);
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gl_FragData[0].rgb *= 0.1;
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#endif
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#endif
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} |