Bliss-Shader/shaders/composite15.fsh
2023-01-12 21:28:26 +00:00

129 lines
4.0 KiB
GLSL

#version 120
//Vignetting, applies bloom, applies exposure and tonemaps the final image
#extension GL_EXT_gpu_shader4 : enable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 exposure;
flat varying vec2 rodExposureDepth;
varying vec2 texcoord;
uniform sampler2D colortex4;
const bool colortex5MipmapEnabled = true;
uniform sampler2D colortex5;
uniform sampler2D colortex3;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8; // specular
// uniform sampler2D colortex9; // specular
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D noisetex;
uniform vec2 texelSize;
uniform ivec2 eyeBrightnessSmooth;
uniform float viewWidth;
uniform float viewHeight;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform int isEyeInWater;
uniform float near;
uniform float aspectRatio;
uniform float far;
uniform float rainStrength;
uniform float screenBrightness;
uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjectionInverse;
vec4 Weather_properties = Moon_Weather_properties;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
// #include "lib/biome_specifics.glsl"
#include "/lib/bokeh.glsl"
float cdist(vec2 coord) {
return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float ld(float depth) {
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
// blindness fogs
uniform float blindness;
uniform float darknessFactor;
void main() {
/* DRAWBUFFERS:7 */
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
vec3 col = texture2D(colortex5,texcoord).rgb;
#if DOF_QUALITY >= 0
/*--------------------------------*/
float z = ld(texture2D(depthtex0, texcoord.st*RENDER_SCALE).r)*far;
#ifdef AUTOFOCUS
float focus = rodExposureDepth.y*far;
#else
float focus = MANUAL_FOCUS*screenBrightness;
#endif
float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0);
#ifdef FAR_BLUR_ONLY
pcoc *= float(z > focus);
#endif
float noise = blueNoise()*6.28318530718;
mat2 noiseM = mat2( cos( noise ), -sin( noise ),
sin( noise ), cos( noise )
);
vec3 bcolor = vec3(0.);
float nb = 0.0;
vec2 bcoord = vec2(0.0);
/*--------------------------------*/
float dofLodLevel = pcoc * 200.0;
for ( int i = 0; i < BOKEH_SAMPLES; i++) {
bcolor += texture2DLod(colortex5, texcoord.xy + bokeh_offsets[i]*pcoc*vec2(DOF_ANAMORPHIC_RATIO,aspectRatio), dofLodLevel).rgb;
}
col = bcolor/BOKEH_SAMPLES;
#endif
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb/2./7.0;
float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
col = (mix(col,bloom,VL_abs)+bloom*lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
//Purkinje Effect
float lum = dot(col,vec3(0.15,0.3,0.55));
float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
float rodLum = lum2*400.;
float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
#ifndef USE_ACES_COLORSPACE_APPROXIMATION
col = LinearTosRGB(TONEMAP(col));
#else
col = col * ACESInputMat;
col = TONEMAP(col);
col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
#endif
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
}