Bliss-Shader/shaders/dimensions/composite11.fsh
2024-11-16 18:15:48 +01:00

303 lines
9.4 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 exposure;
flat varying vec2 rodExposureDepth;
varying vec2 texcoord;
const bool colortex5MipmapEnabled = true;
// uniform sampler2D colortex4;
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 int hideGUI;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
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
}
// uniform float viewWidth;
// uniform float viewHeight;
// uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
#endif
uniform float dhNearPlane;
uniform float dhFarPlane;
float linearizeDepthFast(const in float depth, const in float near, const in float far) {
return (near * far) / (depth * (near - far) + far);
}
float bloomWeight(){
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
float result = 0.0;
for ( int i = 0; i < 7; i++) {
result += weights[i];
}
return result;
}
vec3 invTonemap(vec3 col){
return col/(1-luma(col));
}
#define linear_to_srgb(x) (pow(x, vec3(1.0/2.2)))
uniform sampler2D colortex6;
float w0(float a)
{
return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
}
float w1(float a)
{
return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
}
float w2(float a)
{
return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
}
float w3(float a)
{
return (1.0/6.0)*(a*a*a);
}
float g0(float a)
{
return w0(a) + w1(a);
}
float g1(float a)
{
return w2(a) + w3(a);
}
float h0(float a)
{
return -1.0 + w1(a) / (w0(a) + w1(a));
}
float h1(float a)
{
return 1.0 + w3(a) / (w2(a) + w3(a));
}
vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
{
vec4 texelSize = vec4(texelSize,1.0/texelSize);
uv = uv*texelSize.zw;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
float g0x = g0(fuv.x);
float g1x = g1(fuv.x);
float h0x = h0(fuv.x);
float h1x = h1(fuv.x);
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy;
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy;
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy;
return g0(fuv.y) * (g0x * texture2D(tex, p0) +
g1x * texture2D(tex, p1)) +
g1(fuv.y) * (g0x * texture2D(tex, p2) +
g1x * texture2D(tex, p3));
}
// vec3 lenseFlare(vec2 UV){
// float noise = blueNoise();
// float vignetteLength = 0.2;
// float vignette = 0.5+length(texcoord-0.5);//min(max(length(texcoord-0.5) - vignetteLength,0.0) / (1.0/(1.0-vignetteLength)),1.0);
// float aberrationStrength = vignette;//clamp(CHROMATIC_ABERRATION_STRENGTH * 0.01 * (1.0 - vignette),0.0,0.9) * vignette * 0.75;
// vec2 centeredUV = texcoord - 0.5;
// vec3 color = vec3(0.0);
// color = texture2D(colortex7, texcoord).rgb;
// vec2 distortedUV = (centeredUV - (centeredUV ) * aberrationStrength) + 0.5;
// color += texture2D(colortex7, distortedUV).rgb;
// // color.r = texture2D(colortex7, (centeredUV - (centeredUV + centeredUV*noise) * aberrationStrength) + 0.5).r;
// // color.g = texture2D(colortex7, texcoord).g;
// // color.b = texture2D(colortex7, (centeredUV + (centeredUV + centeredUV*noise) * aberrationStrength) + 0.5).b;
// return color;
// }
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(depthtex1, texcoord.st*RENDER_SCALE).r)*far;
#if MANUAL_FOCUS == -2
float focus = rodExposureDepth.y*far;
#elif MANUAL_FOCUS == -1
float focus = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
#elif MANUAL_FOCUS > 0
float focus = MANUAL_FOCUS;
#endif
#if DOF_QUALITY < 5
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
#endif
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec2 resScale = vec2(1920.,1080.)/clampedRes;
vec2 bloomTileUV = (((gl_FragCoord.xy)*2.0 + 0.5)*texelSize/2.0) / clampedRes*vec2(1920.,1080.);
vec3 bloomTile0 = texture2D_bicubic(colortex3, bloomTileUV/2.).rgb; //1/4 res
vec3 bloomTile1 = texture2D_bicubic(colortex6, bloomTileUV/4.).rgb; //1/8 res
vec3 bloomTile2 = texture2D_bicubic(colortex6, bloomTileUV/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
vec3 bloomTile3 = texture2D_bicubic(colortex6, bloomTileUV/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
vec3 bloomTile4 = texture2D_bicubic(colortex6, bloomTileUV/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
vec3 bloomTile5 = texture2D_bicubic(colortex6, bloomTileUV/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
vec3 bloomTile6 = texture2D_bicubic(colortex6, bloomTileUV/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
vec3 bloom = (bloomTile0*weights[0] + bloomTile1*weights[1] + bloomTile2*weights[2] + bloomTile3*weights[3] + bloomTile4*weights[4] + bloomTile5*weights[5] + bloomTile6*weights[6]) / bloomWeight();
vec3 fogBloom = (bloomTile0 + bloomTile1 + bloomTile2 + bloomTile3 + bloomTile4 + bloomTile5 + bloomTile6) / 7.0;
#ifdef AUTO_EXPOSURE
float purkinje = clamp(exposure.a*exposure.a,0.0,1.0) * clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1);
#else
float purkinje = clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1);
#endif
float lightScat = clamp(BLOOM_STRENGTH * 0.3,0.0,1.0) * vignette;
float VL_abs = texture2D(colortex7, texcoord*RENDER_SCALE).r;
VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0+rainStrength) * (1.0-purkinje*0.3),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
col = (mix(col, fogBloom, VL_abs) + bloom*lightScat) * exposure.rgb;
float lum = dot(col, vec3(0.15,0.3,0.55));
float lum2 = dot(col, vec3(0.85,0.7,0.45));
float rodLum = lum2*200.0;
float rodCurve = clamp(mix(1.0, rodLum/(2.5+rodLum), purkinje),0.0,1.0);
col = mix(lum * vec3(Purkinje_R, Purkinje_G, Purkinje_B) * Purkinje_Multiplier, 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);
#if DOF_QUALITY == 5
#if FOCUS_LASER_COLOR == 0 // Red
vec3 laserColor = vec3(25, 0, 0);
#elif FOCUS_LASER_COLOR == 1 // Green
vec3 laserColor = vec3(0, 25, 0);
#elif FOCUS_LASER_COLOR == 2 // Blue
vec3 laserColor = vec3(0, 0, 25);
#elif FOCUS_LASER_COLOR == 3 // Pink
vec3 laserColor = vec3(25, 10, 15);
#elif FOCUS_LASER_COLOR == 4 // Yellow
vec3 laserColor = vec3(25, 25, 0);
#elif FOCUS_LASER_COLOR == 5 // White
vec3 laserColor = vec3(25);
#endif
float depth = texture(depthtex0, texcoord).r;
#ifdef DISTANT_HORIZONS
float _near = near;
float _far = far*4.0;
if (depth >= 1.0) {
depth = texture2D(dhDepthTex, texcoord).x;
_near = dhNearPlane;
_far = dhFarPlane;
}
depth = linearizeDepthFast(depth, _near, _far);
#else
depth = linearizeDepthFast(depth, near, far);
#endif
// focus = gl_FragCoord.x * 0.1;
if( hideGUI < 1) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focus-abs(depth)) ,0,1),25) ;
#endif
}