mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
409 lines
14 KiB
GLSL
409 lines
14 KiB
GLSL
#include "/lib/settings.glsl"
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#define ReflectedFog
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec3 lightSourceColor;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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// flat varying vec3 zenithColor;
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// flat varying vec3 rayleighAborbance;
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// flat varying vec3 WsunVec;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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flat varying float avgBrightness;
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flat varying float rodExposure;
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flat varying float avgL2;
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flat varying float centerDepth;
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uniform sampler2D noisetex;
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uniform float frameTime;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform float eyeAltitude;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferPreviousProjection;
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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 float sunElevation;
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uniform vec3 sunPosition;
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uniform vec3 cameraPosition;
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// uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float caveDetection;
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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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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float interleaved_gradientNoise_temporal(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter);
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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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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 + 1.0/1.6180339887 * frameCounter) ;
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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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#define DHVLFOG
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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 feetPlayerPos = p * 2. - 1.;
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vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
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return viewPos.xyz / viewPos.w;
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}
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uniform float near;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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#include "/lib/DistantHorizons_projections.glsl"
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vec3 DH_toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
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vec3 feetPlayerPos = p * 2. - 1.;
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vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
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return viewPos.xyz / viewPos.w;
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}
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vec3 DH_toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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// float DH_ld(float dist) {
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// return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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// }
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// float DH_invLinZ (float lindepth){
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// return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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// }
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float DH_ld(float dist) {
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return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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}
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float DH_inv_ld (float lindepth){
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return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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}
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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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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#ifdef OVERWORLD_SHADER
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uniform sampler2D colortex4;
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// uniform sampler2D colortex12;
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// const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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// #undef TRANSLUCENT_COLORED_SHADOWS
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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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// #define TEST
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#else
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vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
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vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
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#endif
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flat varying vec4 CurrentFrame_dailyWeatherParams0;
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flat varying vec4 CurrentFrame_dailyWeatherParams1;
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#define VL_CLOUDS_DEFERRED
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/climate_settings.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#endif
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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vec3 rodSample(vec2 Xi)
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{
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float r = sqrt(1.0f - Xi.x*Xi.y);
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float phi = 2 * 3.14159265359 * Xi.y;
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return normalize(vec3(cos(phi) * r, sin(phi) * r, Xi.x)).xzy;
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}
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//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
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vec2 R2_samples(float n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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uniform float dayChangeSmooth;
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uniform bool worldTimeChangeCheck;
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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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float mixhistory = 0.06;
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#ifdef OVERWORLD_SHADER
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//////////////////////////////////////////////
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/// --- STORE DAILY WEATHER PARAMETERS --- ///
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//////////////////////////////////////////////
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// the idea is to store the 8 values, coverage + density of 3 cloud layers and 2 fog density values.
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#ifdef Daily_Weather
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ivec2 pixelPos = ivec2(0,0);
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if (gl_FragCoord.x > 1 && gl_FragCoord.x < 4 && gl_FragCoord.y > 1 && gl_FragCoord.y < 2){
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mixhistory = clamp(dayChangeSmooth*dayChangeSmooth*dayChangeSmooth*0.1, frameTime*0.1, 1.0);
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if(gl_FragCoord.x < 2) gl_FragData[0] = vec4(CurrentFrame_dailyWeatherParams0.rgb * 10.0,1.0);
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if(gl_FragCoord.x > 2) gl_FragData[0] = vec4(CurrentFrame_dailyWeatherParams1.rgb * 10.0,1.0);
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if(gl_FragCoord.x > 3) gl_FragData[0] = vec4(CurrentFrame_dailyWeatherParams0.a * 10.0, CurrentFrame_dailyWeatherParams1.a * 10.0, 0.0, 1.0);
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}
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#endif
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///////////////////////////////
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/// --- STORE COLOR LUT --- ///
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///////////////////////////////
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vec3 AmbientLightTint = vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B);
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// --- the color of the atmosphere + the average color of the atmosphere.
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vec3 skyGroundCol = skyFromTex(vec3(0, -1 ,0), colortex4).rgb;// * clamp(WsunVec.y*2.0,0.2,1.0);
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/// --- Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(averageSkyCol_Clouds * AmbientLightTint,1.0);
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4((skyGroundCol/150.0) * AmbientLightTint,1.0);
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#ifdef ambientLight_only
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#else
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 9. && gl_FragCoord.x < 10. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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// if (gl_FragCoord.x > 16. && gl_FragCoord.x < 17. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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// gl_FragData[0] = vec4(rayleighAborbance,1.0);
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#endif
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////////////////////////////////
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/// --- ATMOSPHERE IMAGE --- ///
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////////////////////////////////
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/// --- Sky only
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if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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sky = calculateAtmosphere((averageSkyCol*4000./2.0), viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
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// fade atmosphere conditions for rain away when you pass above the cloud plane.
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float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - CloudLayer0_height,0.0) / 200.0 ,0.0,1.0);
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if(rainStrength > 0.0) sky = mix(sky, 3.0 + averageSkyCol*4000 * (skyAbsorb*0.7+0.3), clamp(1.0 - exp(pow(clamp(-viewVector.y+0.9,0.0,1.0),2) * -5.0),0.0,1.0) * heightRelativeToClouds * rainStrength);
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#ifdef AEROCHROME_MODE
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sky *= vec3(0.0, 0.18, 0.35);
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#endif
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gl_FragData[0] = vec4(sky / 4000.0 , 1.0);
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if(worldTimeChangeCheck) mixhistory = 1.0;
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}
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/// --- Sky + clouds + fog
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if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec3 viewPos = mat3(gbufferModelView)*viewVector*1024.0;
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float noise = interleaved_gradientNoise_temporal();
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition + gbufferModelViewInverse[3].xyz) ;// * ( float(sunElevation > 1e-5)*2.0-1.0 );
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vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
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sky = mix(averageSkyCol_Clouds * AmbientLightTint * 0.25, sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5.0));
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vec3 suncol = lightSourceColor;
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#ifdef ambientLight_only
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suncol = vec3(0.0);
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#endif
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float rejection = 1.0;
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vec4 volumetricClouds = GetVolumetricClouds(viewPos, vec2(noise, 1.0-noise), WsunVec, suncol*2.5, skyGroundCol/30.0);
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float atmosphereAlpha = 1.0;
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vec4 volumetricFog = GetVolumetricFog(viewPos, vec2(noise, 1.0-noise), suncol*2.5, skyGroundCol/30.0, averageSkyCol_Clouds*5.0, atmosphereAlpha, volumetricClouds.rgb);
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sky = sky * volumetricClouds.a + volumetricClouds.rgb / 5.0;
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sky = sky * volumetricFog.a + volumetricFog.rgb / 5.0;
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gl_FragData[0] = vec4(sky,1.0);
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if(worldTimeChangeCheck) mixhistory = 1.0;
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}
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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//Sky gradient with clouds
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if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
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vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
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vec3 viewVector = cartToSphere(p);
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float noise = interleaved_gradientNoise_temporal();
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vec3 BackgroundColor = vec3(0.0);
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., noise, 1.0-noise);
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BackgroundColor += VL_Fog.rgb;
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gl_FragData[0] = vec4(BackgroundColor*8.0, 1.0);
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}
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#endif
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#ifdef END_SHADER
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/* ---------------------- TIMER ---------------------- */
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float flash = 0.0;
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float maxWaitTime = 5;
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float Timer = texelFetch2D(colortex4, ivec2(3,1), 0).x/150.0;
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Timer -= frameTime;
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if(Timer <= 0.0){
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flash = 1.0;
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Timer = pow(hash11(frameCounter), 5) * maxWaitTime;
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}
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vec2 pixelPos0 = vec2(3,1);
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if (gl_FragCoord.x > pixelPos0.x && gl_FragCoord.x < pixelPos0.x + 1 && gl_FragCoord.y > pixelPos0.y && gl_FragCoord.y < pixelPos0.y + 1){
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mixhistory = 1.0;
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gl_FragData[0] = vec4(Timer, 0.0, 0.0, 1.0);
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}
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/* ---------------------- FLASHING ---------------------- */
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vec2 pixelPos1 = vec2(1,1);
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if (gl_FragCoord.x > pixelPos1.x && gl_FragCoord.x < pixelPos1.x + 1 && gl_FragCoord.y > pixelPos1.y && gl_FragCoord.y < pixelPos1.y + 1){
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mixhistory = clamp(4.0 * frameTime,0.0,1.0);
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gl_FragData[0] = vec4(flash, 0.0, 0.0, 1.0);
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}
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/* ---------------------- POSITION ---------------------- */
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vec2 pixelPos2 = vec2(2,1);
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if (gl_FragCoord.x > pixelPos2.x && gl_FragCoord.x < pixelPos2.x + 1 && gl_FragCoord.y > pixelPos2.y && gl_FragCoord.y < pixelPos2.y + 1){
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mixhistory = clamp(500.0 * frameTime,0.0,1.0);
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vec3 LastPos = (texelFetch2D(colortex4,ivec2(2,1),0).xyz/150.0) * 2.0 - 1.0;
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LastPos += (hash31(frameCounter / 50) * 2.0 - 1.0);
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LastPos = LastPos * 0.5 + 0.5;
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if(Timer > maxWaitTime * 0.7 ){
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LastPos = vec3(0.0);
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}
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gl_FragData[0] = vec4(LastPos, 1.0);
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}
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#endif
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//Temporally accumulate sky and light values
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vec3 frameHistory = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 currentFrame = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(frameHistory, currentFrame, mixhistory),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(exposure, avgBrightness, avgL2,1.0);
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if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(rodExposure, centerDepth,0.0, 1.0);
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} |