mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
2ac0cda149
good old SSSSS. tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
277 lines
8.8 KiB
GLSL
277 lines
8.8 KiB
GLSL
#version 120
|
|
#extension GL_EXT_gpu_shader4 : enable
|
|
|
|
#include "lib/settings.glsl"
|
|
|
|
|
|
flat varying vec3 WsunVec;
|
|
flat varying vec2 TAA_Offset;
|
|
#include "/lib/res_params.glsl"
|
|
#include "lib/Shadow_Params.glsl"
|
|
|
|
uniform sampler2D depthtex1;
|
|
uniform sampler2D colortex1;
|
|
uniform sampler2D colortex6; // Noise
|
|
uniform sampler2D colortex8; // Noise
|
|
uniform sampler2D colortex15; // Noise
|
|
uniform sampler2D shadow;
|
|
uniform sampler2D noisetex;
|
|
uniform vec3 sunVec;
|
|
uniform vec2 texelSize;
|
|
uniform float frameTimeCounter;
|
|
uniform float rainStrength;
|
|
uniform int frameCounter;
|
|
uniform mat4 gbufferProjection;
|
|
uniform mat4 gbufferProjectionInverse;
|
|
uniform mat4 gbufferModelViewInverse;
|
|
uniform mat4 gbufferModelView;
|
|
|
|
uniform mat4 shadowModelView;
|
|
uniform mat4 shadowProjection;
|
|
uniform vec3 cameraPosition;
|
|
uniform float viewWidth;
|
|
uniform float aspectRatio;
|
|
uniform float viewHeight;
|
|
uniform float far;
|
|
uniform float near;
|
|
|
|
#define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0)
|
|
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
|
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
|
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;
|
|
}
|
|
vec3 worldToView(vec3 worldPos) {
|
|
vec4 pos = vec4(worldPos, 0.0);
|
|
pos = gbufferModelView * pos;
|
|
return pos.xyz;
|
|
}
|
|
|
|
vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
|
|
{
|
|
float alpha = (sampleNumber+jitter)/nb;
|
|
float angle = jitter*6.28+alpha * nbRot * 6.28;
|
|
float sin_v, cos_v;
|
|
|
|
sin_v = sin(angle);
|
|
cos_v = cos(angle);
|
|
|
|
return vec2(cos_v, sin_v)*alpha;
|
|
}
|
|
// float interleaved_gradientNoise(){
|
|
// vec2 coord = gl_FragCoord.xy;
|
|
// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+ 1.0/1.6180339887 * frameCounter) ;
|
|
// return noise;
|
|
// }
|
|
// float interleaved_gradientNoise2(){
|
|
// vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
// vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
|
|
// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
|
// return noise;
|
|
// }
|
|
float interleaved_gradientNoise(){
|
|
vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
|
// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
|
|
// vec2 coord = gl_FragCoord.xy;
|
|
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
|
return noise ;
|
|
}
|
|
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 ;
|
|
}
|
|
float R2_dither(){
|
|
vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
|
|
}
|
|
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);
|
|
}
|
|
|
|
vec2 R2_samples(int n){
|
|
vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
return fract(alpha * n);
|
|
}
|
|
vec2 tapLocation_alternate(
|
|
int sampleNumber,
|
|
float spinAngle,
|
|
int nb,
|
|
float nbRot,
|
|
float r0
|
|
){
|
|
float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
|
|
float angle = alpha * (nbRot * 3.14) ;
|
|
|
|
float ssR = alpha + spinAngle*3.14;
|
|
float sin_v, cos_v;
|
|
|
|
sin_v = sin(angle);
|
|
cos_v = cos(angle);
|
|
return vec2(cos_v, sin_v)*ssR;
|
|
}
|
|
vec3 viewToWorld(vec3 viewPosition) {
|
|
vec4 pos;
|
|
pos.xyz = viewPosition;
|
|
pos.w = 0.0;
|
|
pos = gbufferModelViewInverse * pos;
|
|
return pos.xyz;
|
|
}
|
|
|
|
|
|
// Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice
|
|
// https://www.complementary.dev/reimagined
|
|
// https://github.com/gri573
|
|
void GriAndEminShadowFix(
|
|
inout vec3 WorldPos,
|
|
vec3 FlatNormal,
|
|
float VanillaAO,
|
|
float SkyLightmap,
|
|
bool Entities
|
|
){
|
|
float DistanceOffset = clamp(0.1 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
|
|
vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away.
|
|
|
|
// stop lightleaking
|
|
if(SkyLightmap < 0.1 && !Entities) {
|
|
WorldPos += mix(Bias, 0.5 * (0.5 - fract(WorldPos + cameraPosition + FlatNormal*0.01 ) ), VanillaAO) ;
|
|
}else{
|
|
WorldPos += Bias;
|
|
}
|
|
}
|
|
|
|
void main() {
|
|
/* DRAWBUFFERS:3 */
|
|
vec2 texcoord = gl_FragCoord.xy*texelSize;
|
|
|
|
|
|
float z = texture2D(depthtex1,texcoord).x;
|
|
|
|
vec2 tempOffset=TAA_Offset;
|
|
|
|
vec4 data = texture2D(colortex1,texcoord);
|
|
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
|
|
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
|
|
vec3 normal = mat3(gbufferModelViewInverse) * clamp(worldToView( decode(dataUnpacked0.yw) ),-1.,1.);
|
|
vec2 lightmap = dataUnpacked1.yz;
|
|
|
|
|
|
bool translucent = abs(dataUnpacked1.w-0.5) <0.01;
|
|
bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
|
|
bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // Weak translucency
|
|
bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
|
|
bool entities = abs(dataUnpacked1.w-0.45) <0.01; // Weak translucency
|
|
bool hand = abs(dataUnpacked1.w-0.75) <0.01;
|
|
|
|
float minshadowfilt = Min_Shadow_Filter_Radius;
|
|
float maxshadowfilt = Max_Shadow_Filter_Radius;
|
|
|
|
float vanillAO = clamp(pow(1-texture2D(colortex15,texcoord).a*2,4),0,1) ;
|
|
|
|
if(lightmap.y < 0.1 && !entities){
|
|
// minshadowfilt *= vanillAO;
|
|
maxshadowfilt = mix(minshadowfilt ,maxshadowfilt, vanillAO);
|
|
}
|
|
|
|
|
|
// #ifdef LabPBR_subsurface_scattering
|
|
float SpecularTex = texture2D(colortex8,texcoord).z;
|
|
float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0);
|
|
// #else
|
|
// float LabSSS = 0.0;
|
|
// #endif
|
|
|
|
#ifndef Variable_Penumbra_Shadows
|
|
if (translucent && !hand) minshadowfilt += 25;
|
|
#endif
|
|
|
|
|
|
gl_FragData[0] = vec4(minshadowfilt, 0.1, 0.0, 0.0);
|
|
|
|
|
|
|
|
if (z < 1.0){
|
|
|
|
// if( translucent || translucent2)
|
|
|
|
if (!hand){
|
|
|
|
float NdotL = clamp(dot(normal,WsunVec),0.0,1.0);
|
|
|
|
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
|
|
|
|
#ifdef Variable_Penumbra_Shadows
|
|
|
|
if (NdotL > 0.0 || LabSSS >= 0.0) {
|
|
|
|
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
|
|
|
|
vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
|
|
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
|
|
|
|
//apply distortion
|
|
float distortFactor = calcDistort(projectedShadowPosition.xy);
|
|
projectedShadowPosition.xy *= distortFactor;
|
|
//do shadows only if on shadow map
|
|
if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
|
|
const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
|
|
float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
|
|
float diffthresh = distortThresh/6000.0*threshMul;
|
|
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
|
|
|
|
float mult = maxshadowfilt;
|
|
float avgBlockerDepth = 0.0;
|
|
vec2 scales = vec2(0.0,Max_Filter_Depth);
|
|
float blockerCount = 0.0;
|
|
float rdMul = distortFactor*(1.0+mult)*d0*k/shadowMapResolution;
|
|
float diffthreshM = diffthresh*mult*d0*k/20.;
|
|
float avgDepth = 0.0;
|
|
|
|
int seed = (frameCounter%40000) + (1+frameCounter);
|
|
float randomDir = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).g) * 1.61803398874 ;
|
|
|
|
for(int i = 0; i < VPS_Search_Samples; i++){
|
|
|
|
// vec2 offsetS = tapLocation(i,VPS_Search_Samples,1.61803398874 , blueNoise(),0.0);
|
|
|
|
vec2 offsetS = tapLocation_alternate(i, 0.0, 7, 20, randomDir);
|
|
|
|
float weight = 3.0 + (i+blueNoise() ) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7;
|
|
float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
|
|
float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
|
|
|
|
blockerCount += b;
|
|
avgDepth += max(projectedShadowPosition.z - d, 0.0)*1000.;
|
|
avgBlockerDepth += d * b;
|
|
}
|
|
|
|
gl_FragData[0].g = avgDepth / VPS_Search_Samples;
|
|
gl_FragData[0].b = blockerCount / VPS_Search_Samples;
|
|
if (blockerCount >= 0.9){
|
|
avgBlockerDepth /= blockerCount;
|
|
float ssample = max(projectedShadowPosition.z - avgBlockerDepth,0.0)*1500.0;
|
|
gl_FragData[0].r = clamp(ssample, scales.x, scales.y)/(scales.y)*(mult-minshadowfilt)+minshadowfilt;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
}
|
|
|
|
}
|