mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
62be2ab097
This reverts commit 4869877f77
.
839 lines
26 KiB
GLSL
839 lines
26 KiB
GLSL
#include "/lib/settings.glsl"
|
|
|
|
// #if defined END_SHADER || defined NETHER_SHADER
|
|
// #undef IS_LPV_ENABLED
|
|
// #endif
|
|
|
|
#ifdef IS_LPV_ENABLED
|
|
#extension GL_EXT_shader_image_load_store: enable
|
|
#extension GL_ARB_shading_language_packing: enable
|
|
#endif
|
|
|
|
#include "/lib/res_params.glsl"
|
|
|
|
varying vec4 lmtexcoord;
|
|
varying vec4 color;
|
|
uniform vec4 entityColor;
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
const bool shadowHardwareFiltering = true;
|
|
uniform sampler2DShadow shadow;
|
|
|
|
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
|
uniform sampler2D shadowcolor0;
|
|
uniform sampler2DShadow shadowtex0;
|
|
uniform sampler2DShadow shadowtex1;
|
|
#endif
|
|
|
|
uniform float lightSign;
|
|
flat varying vec3 WsunVec;
|
|
|
|
flat varying vec3 averageSkyCol_Clouds;
|
|
flat varying vec4 lightCol;
|
|
#endif
|
|
|
|
|
|
|
|
flat varying float HELD_ITEM_BRIGHTNESS;
|
|
|
|
const bool colortex4MipmapEnabled = true;
|
|
uniform sampler2D noisetex;
|
|
uniform sampler2D depthtex1;
|
|
uniform sampler2D depthtex0;
|
|
|
|
#ifdef DISTANT_HORIZONS
|
|
uniform sampler2D dhDepthTex1;
|
|
#endif
|
|
uniform sampler2D colortex7;
|
|
uniform sampler2D colortex12;
|
|
uniform sampler2D colortex14;
|
|
uniform sampler2D colortex5;
|
|
uniform sampler2D colortex3;
|
|
uniform sampler2D colortex4;
|
|
uniform sampler2D colortex6;
|
|
|
|
uniform sampler2D texture;
|
|
uniform sampler2D specular;
|
|
uniform sampler2D normals;
|
|
|
|
#ifdef IS_LPV_ENABLED
|
|
uniform usampler1D texBlockData;
|
|
uniform sampler3D texLpv1;
|
|
uniform sampler3D texLpv2;
|
|
#endif
|
|
|
|
varying vec4 tangent;
|
|
varying vec4 normalMat;
|
|
varying vec3 binormal;
|
|
varying vec3 flatnormal;
|
|
#ifdef LARGE_WAVE_DISPLACEMENT
|
|
varying vec3 shitnormal;
|
|
#endif
|
|
|
|
|
|
flat varying float exposure;
|
|
|
|
|
|
uniform vec3 sunVec;
|
|
uniform float near;
|
|
// uniform float far;
|
|
uniform float sunElevation;
|
|
|
|
uniform int isEyeInWater;
|
|
uniform float rainStrength;
|
|
uniform float skyIntensityNight;
|
|
uniform float skyIntensity;
|
|
uniform ivec2 eyeBrightnessSmooth;
|
|
|
|
uniform int frameCounter;
|
|
uniform float frameTimeCounter;
|
|
uniform vec2 texelSize;
|
|
uniform int framemod8;
|
|
|
|
uniform mat4 gbufferPreviousModelView;
|
|
uniform vec3 previousCameraPosition;
|
|
|
|
|
|
uniform float moonIntensity;
|
|
uniform float sunIntensity;
|
|
uniform vec3 sunColor;
|
|
uniform vec3 nsunColor;
|
|
|
|
#include "/lib/util.glsl"
|
|
#include "/lib/Shadow_Params.glsl"
|
|
#include "/lib/color_transforms.glsl"
|
|
#include "/lib/projections.glsl"
|
|
#include "/lib/sky_gradient.glsl"
|
|
#include "/lib/waterBump.glsl"
|
|
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
flat varying float Flashing;
|
|
#include "/lib/lightning_stuff.glsl"
|
|
|
|
#define CLOUDSHADOWSONLY
|
|
#include "/lib/volumetricClouds.glsl"
|
|
#else
|
|
uniform float nightVision;
|
|
#endif
|
|
|
|
#ifdef END_SHADER
|
|
#include "/lib/end_fog.glsl"
|
|
#endif
|
|
|
|
#ifdef IS_LPV_ENABLED
|
|
uniform int heldItemId;
|
|
uniform int heldItemId2;
|
|
|
|
#include "/lib/hsv.glsl"
|
|
#include "/lib/lpv_common.glsl"
|
|
#include "/lib/lpv_render.glsl"
|
|
#endif
|
|
|
|
#include "/lib/diffuse_lighting.glsl"
|
|
|
|
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) ;
|
|
}
|
|
float interleaved_gradientNoise_temporal(){
|
|
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
|
|
}
|
|
float interleaved_gradientNoise(){
|
|
vec2 coord = gl_FragCoord.xy;
|
|
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
|
return noise;
|
|
}
|
|
float R2_dither(){
|
|
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
|
|
vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
|
|
}
|
|
|
|
#include "/lib/TAA_jitter.glsl"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define PW_DEPTH 1.5 //[0.5 1.0 1.5 2.0 2.5 3.0]
|
|
#define PW_POINTS 2 //[2 4 6 8 16 32]
|
|
|
|
varying vec3 viewVector;
|
|
vec3 getParallaxDisplacement(vec3 posxz) {
|
|
|
|
vec3 parallaxPos = posxz;
|
|
vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
|
|
// float waterHeight = (1.0 - (getWaterHeightmap(posxz.xz)*0.5+0.5)) * 2.0 - 1.0;
|
|
float waterHeight = getWaterHeightmap(posxz.xz) * 2.0;
|
|
parallaxPos.xz -= waterHeight * vec;
|
|
|
|
return parallaxPos;
|
|
}
|
|
|
|
|
|
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
|
|
float bumpmult = puddle_values;
|
|
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
|
|
//
|
|
return normalize(bump*tbnMatrix);
|
|
}
|
|
|
|
vec2 CleanSample(
|
|
int samples, float totalSamples, float noise
|
|
){
|
|
|
|
// this will be used to make 1 full rotation of the spiral. the mulitplication is so it does nearly a single rotation, instead of going past where it started
|
|
float variance = noise * 0.897;
|
|
|
|
// for every sample input, it will have variance applied to it.
|
|
float variedSamples = float(samples) + variance;
|
|
|
|
// for every sample, the sample position must change its distance from the origin.
|
|
// otherwise, you will just have a circle.
|
|
float spiralShape = pow(variedSamples / (totalSamples + variance),0.5);
|
|
|
|
float shape = 2.26; // this is very important. 2.26 is very specific
|
|
float theta = variedSamples * (PI * shape);
|
|
|
|
float x = cos(theta) * spiralShape;
|
|
float y = sin(theta) * spiralShape;
|
|
|
|
return vec2(x, y);
|
|
}
|
|
|
|
vec3 viewToWorld(vec3 viewPos) {
|
|
vec4 pos;
|
|
pos.xyz = viewPos;
|
|
pos.w = 0.0;
|
|
pos = gbufferModelViewInverse * pos ;
|
|
return pos.xyz;
|
|
}
|
|
|
|
vec3 worldToView(vec3 worldPos) {
|
|
vec4 pos = vec4(worldPos, 0.0);
|
|
pos = gbufferModelView * pos;
|
|
return pos.xyz;
|
|
}
|
|
vec4 encode (vec3 n, vec2 lightmaps){
|
|
n.xy = n.xy / dot(abs(n), vec3(1.0));
|
|
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
|
|
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
|
|
|
|
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
|
|
}
|
|
|
|
//encoding by jodie
|
|
float encodeVec2(vec2 a){
|
|
const vec2 constant1 = vec2( 1., 256.) / 65535.;
|
|
vec2 temp = floor( a * 255. );
|
|
return temp.x*constant1.x+temp.y*constant1.y;
|
|
}
|
|
float encodeVec2(float x,float y){
|
|
return encodeVec2(vec2(x,y));
|
|
}
|
|
|
|
|
|
float invLinZ (float lindepth){
|
|
return -((2.0*near/lindepth)-far-near)/(far-near);
|
|
}
|
|
float ld(float dist) {
|
|
return (2.0 * near) / (far + near - dist * (far - near));
|
|
}
|
|
|
|
vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater, inout float reflectLength){
|
|
|
|
float quality = mix(15,SSR_STEPS,fresnel);
|
|
|
|
// quality = SSR_STEPS;
|
|
|
|
vec3 clipPosition = toClipSpace3(position);
|
|
float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
|
|
(-near -position.z) / dir.z : far*sqrt(3.);
|
|
vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
|
|
direction.xy = normalize(direction.xy);
|
|
|
|
//get at which length the ray intersects with the edge of the screen
|
|
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
|
|
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
|
|
|
|
|
|
vec3 stepv = direction * mult / quality * vec3(RENDER_SCALE,1.0);
|
|
|
|
|
|
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
|
|
float minZ = clipPosition.z;
|
|
float maxZ = spos.z+stepv.z*0.5;
|
|
|
|
spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE;
|
|
|
|
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
|
|
for (int i = 0; i <= int(quality); i++) {
|
|
|
|
// decode depth buffer
|
|
// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
|
|
|
|
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0);
|
|
sp = invLinZ(sp);
|
|
|
|
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
|
|
|
|
|
|
|
|
|
|
spos += stepv;
|
|
//small bias
|
|
if(inwater) {
|
|
minZ = maxZ-0.00035/ld(spos.z);
|
|
}else{
|
|
minZ = maxZ-0.0001/max(ld(spos.z), (0.0 + position.z*position.z*0.001));
|
|
}
|
|
maxZ += stepv.z;
|
|
|
|
|
|
reflectLength += 1.0 / quality; // for shit
|
|
}
|
|
|
|
return vec3(1.1);
|
|
}
|
|
|
|
float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
|
|
r = max(pow(r,2.5), 0.0001);
|
|
|
|
vec3 h = l + v;
|
|
float hn = inversesqrt(dot(h, h));
|
|
|
|
float dotLH = clamp(dot(h,l)*hn,0.,1.);
|
|
float dotNH = clamp(dot(h,n)*hn,0.,1.) ;
|
|
float dotNL = clamp(dot(n,l),0.,1.);
|
|
float dotNHsq = dotNH*dotNH;
|
|
|
|
float denom = dotNHsq * r - dotNHsq + 1.;
|
|
float D = r / (3.141592653589793 * denom * denom);
|
|
|
|
float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
|
|
float k2 = .25 * r;
|
|
|
|
return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
|
|
}
|
|
|
|
|
|
|
|
uniform float dhFarPlane;
|
|
|
|
#include "/lib/DistantHorizons_projections.glsl"
|
|
|
|
|
|
|
|
|
|
// #undef BASIC_SHADOW_FILTER
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise){
|
|
|
|
if(maxDistFade <= 0.0) return 1.0;
|
|
|
|
// setup shadow projection
|
|
vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
|
|
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
|
|
|
|
// un-distort
|
|
#ifdef DISTORT_SHADOWMAP
|
|
float distortFactor = calcDistort(projectedShadowPosition.xy);
|
|
projectedShadowPosition.xy *= distortFactor;
|
|
#else
|
|
float distortFactor = 1.0;
|
|
#endif
|
|
|
|
// hamburger
|
|
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
|
|
|
|
float shadowmap = 0.0;
|
|
vec3 translucentTint = vec3(0.0);
|
|
|
|
#ifndef HAND
|
|
projectedShadowPosition.z -= 0.0001;
|
|
#endif
|
|
|
|
#if defined ENTITIES
|
|
projectedShadowPosition.z -= 0.0002;
|
|
#endif
|
|
|
|
#ifdef BASIC_SHADOW_FILTER
|
|
int samples = int(SHADOW_FILTER_SAMPLE_COUNT * 0.5);
|
|
float rdMul = 14.0*distortFactor*d0*k/shadowMapResolution;
|
|
|
|
for(int i = 0; i < samples; i++){
|
|
vec2 offsetS = CleanSample(i, samples - 1, noise) * 0.3;
|
|
projectedShadowPosition.xy += rdMul*offsetS;
|
|
#else
|
|
int samples = 1;
|
|
#endif
|
|
|
|
|
|
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
|
|
|
// determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth
|
|
float shadowDepthDiff = pow(clamp((shadow2D(shadowtex1, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0);
|
|
|
|
// get opaque shadow data to get opaque data from translucent shadows.
|
|
float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
|
|
shadowmap += max(opaqueShadow, shadowDepthDiff);
|
|
|
|
// get translucent shadow data
|
|
vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
|
|
|
|
// this curve simply looked the nicest. it has no other meaning.
|
|
float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2);
|
|
|
|
// normalize the color to remove luminance, and keep the hue. remove all opaque color.
|
|
// 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.
|
|
translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha;
|
|
|
|
// make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0
|
|
translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff);
|
|
|
|
#else
|
|
shadowmap += shadow2D(shadow, projectedShadowPosition).x;
|
|
#endif
|
|
|
|
#ifdef BASIC_SHADOW_FILTER
|
|
}
|
|
#endif
|
|
|
|
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
|
// tint the lightsource color with the translucent shadow color
|
|
directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
|
|
#endif
|
|
|
|
return mix(1.0, shadowmap / samples, maxDistFade);
|
|
}
|
|
#endif
|
|
|
|
void convertHandDepth(inout float depth) {
|
|
float ndcDepth = depth * 2.0 - 1.0;
|
|
ndcDepth /= MC_HAND_DEPTH;
|
|
depth = ndcDepth * 0.5 + 0.5;
|
|
}
|
|
void Emission(
|
|
inout vec3 Lighting,
|
|
vec3 Albedo,
|
|
float Emission,
|
|
float exposure
|
|
){
|
|
float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
|
|
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * Emissive_Brightness * autoBrightnessAdjust * 0.1, pow(Emission, Emissive_Curve)); // old method.... idk why
|
|
}
|
|
|
|
uniform vec3 eyePosition;
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
|
|
/* RENDERTARGETS:2,7,11,14 */
|
|
|
|
|
|
void main() {
|
|
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
|
|
|
|
vec3 FragCoord = gl_FragCoord.xyz;
|
|
|
|
#ifdef HAND
|
|
convertHandDepth(FragCoord.z);
|
|
#endif
|
|
|
|
vec2 tempOffset = offsets[framemod8];
|
|
|
|
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
|
|
|
|
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// MATERIAL MASKS ////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
float MATERIALS = normalMat.w;
|
|
|
|
// 1.0 = water mask
|
|
// 0.9 = entity mask
|
|
// 0.8 = reflective entities
|
|
// 0.7 = reflective blocks
|
|
// 0.1 = hand mask
|
|
|
|
#ifdef HAND
|
|
MATERIALS = 0.1;
|
|
#endif
|
|
|
|
// bool isHand = abs(MATERIALS - 0.1) < 0.01;
|
|
bool isWater = MATERIALS > 0.99;
|
|
bool isReflectiveEntity = abs(MATERIALS - 0.8) < 0.01;
|
|
bool isReflective = abs(MATERIALS - 0.7) < 0.01 || isWater || isReflectiveEntity;
|
|
bool isEntity = abs(MATERIALS - 0.9) < 0.01 || isReflectiveEntity;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////////////// ALBEDO /////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
|
|
|
|
float UnchangedAlpha = gl_FragData[0].a;
|
|
|
|
#ifdef WhiteWorld
|
|
gl_FragData[0].rgb = vec3(0.5);
|
|
gl_FragData[0].a = 1.0;
|
|
#endif
|
|
|
|
vec3 Albedo = toLinear(gl_FragData[0].rgb);
|
|
|
|
#ifndef WhiteWorld
|
|
#ifdef Vanilla_like_water
|
|
if (isWater) Albedo *= sqrt(luma(Albedo));
|
|
#else
|
|
if (isWater){
|
|
Albedo = vec3(0.0);
|
|
gl_FragData[0].a = 1.0/255.0;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ENTITIES
|
|
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
|
|
#endif
|
|
|
|
vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
|
|
|
|
#ifdef BIOME_TINT_WATER
|
|
if (isWater) GLASS_TINT_COLORS.rgb = toLinear(color.rgb);
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// NORMALS ///////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
vec3 normal = normalMat.xyz; // in viewSpace
|
|
|
|
#ifdef LARGE_WAVE_DISPLACEMENT
|
|
if (isWater){
|
|
normal = viewToWorld(normal) ;
|
|
normal.xz = shitnormal.xy;
|
|
normal = worldToView(normal);
|
|
}
|
|
#endif
|
|
|
|
vec3 worldSpaceNormal = viewToWorld(normal).xyz;
|
|
vec2 TangentNormal = vec2(0); // for refractions
|
|
|
|
|
|
|
|
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
|
|
mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
|
|
tangent.y, tangent2.y, normal.y,
|
|
tangent.z, tangent2.z, normal.z);
|
|
|
|
vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0);
|
|
NormalTex.xy = NormalTex.xy*2.0-1.0;
|
|
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
|
|
|
|
// tangent space normals for refraction
|
|
TangentNormal = NormalTex.xy*0.5+0.5;
|
|
|
|
#ifndef HAND
|
|
if (isWater){
|
|
vec3 posxz = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz) + cameraPosition;
|
|
|
|
// make the waves flow in the direction the water faces, except for perfectly up facing parts.
|
|
if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= (posxz.y + frameTimeCounter*3 * WATER_WAVE_SPEED) * normalize(worldSpaceNormal.xz) ;
|
|
|
|
posxz.xyz = getParallaxDisplacement(posxz);
|
|
vec3 bump = normalize(getWaveNormal(posxz, false));
|
|
|
|
float bumpmult = 10.0 * WATER_WAVE_STRENGTH;
|
|
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
|
|
|
|
NormalTex.xyz = bump;
|
|
|
|
// tangent space normals for refraction
|
|
TangentNormal = (bump.xy/3.0)*0.5+0.5;
|
|
}
|
|
#endif
|
|
|
|
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
|
|
|
|
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// SPECULARS /////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
vec3 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rga;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
vec2 lightmap = lmtexcoord.zw;
|
|
|
|
// lightmap.y = 1.0;
|
|
|
|
#ifndef OVERWORLD_SHADER
|
|
lightmap.y = 1.0;
|
|
#endif
|
|
|
|
#if defined Hand_Held_lights && !defined LPV_ENABLED
|
|
#ifdef IS_IRIS
|
|
vec3 playerCamPos = eyePosition;
|
|
#else
|
|
vec3 playerCamPos = cameraPosition;
|
|
#endif
|
|
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));
|
|
#endif
|
|
|
|
vec3 Indirect_lighting = vec3(0.0);
|
|
vec3 MinimumLightColor = vec3(1.0);
|
|
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
|
|
|
|
vec3 Direct_lighting = vec3(0.0);
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
vec3 DirectLightColor = lightCol.rgb/80.0;
|
|
float NdotL = clamp(dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse))),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
|
|
float Shadows = 1.0;
|
|
|
|
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
|
|
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
|
|
|
|
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
|
|
|
|
vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
|
|
|
Shadows = ComputeShadowMap(DirectLightColor, shadowPlayerPos, shadowMapFalloff, blueNoise());
|
|
|
|
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
|
|
|
|
Shadows *= pow(GetCloudShadow(feetPlayerPos),3);
|
|
|
|
Direct_lighting = DirectLightColor * NdotL * Shadows;
|
|
|
|
vec3 AmbientLightColor = averageSkyCol_Clouds/30.0;
|
|
|
|
vec3 ambientcoefs = worldSpaceNormal / dot(abs(worldSpaceNormal), vec3(1.0));
|
|
float SkylightDir = ambientcoefs.y*1.5;
|
|
|
|
float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.2);
|
|
AmbientLightColor *= skylight;
|
|
|
|
Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
|
|
#endif
|
|
|
|
#ifdef NETHER_SHADER
|
|
Indirect_lighting = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 30.0 ;
|
|
#endif
|
|
|
|
#ifdef END_SHADER
|
|
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
|
|
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
|
|
|
|
|
|
float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
|
|
vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
|
|
|
|
float NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
|
|
|
|
NdotL *= NdotL;
|
|
|
|
Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
|
|
|
|
vec3 AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5;
|
|
|
|
Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
|
|
#endif
|
|
|
|
///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
|
|
#ifdef IS_LPV_ENABLED
|
|
vec3 normalOffset = vec3(0.0);
|
|
|
|
if (any(greaterThan(abs(worldSpaceNormal), vec3(1.0e-6))))
|
|
normalOffset = 0.5*worldSpaceNormal;
|
|
|
|
#if LPV_NORMAL_STRENGTH > 0
|
|
if (any(greaterThan(abs(normal), vec3(1.0e-6)))) {
|
|
vec3 texNormalOffset = -normalOffset + viewToWorld(normal);
|
|
normalOffset = mix(normalOffset, texNormalOffset, (LPV_NORMAL_STRENGTH*0.01));
|
|
}
|
|
#endif
|
|
|
|
vec3 lpvPos = GetLpvPosition(feetPlayerPos) + normalOffset;
|
|
#else
|
|
const vec3 lpvPos = vec3(0.0);
|
|
#endif
|
|
|
|
Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
|
|
|
|
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// SPECULAR LIGHTING /////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef DAMAGE_BLOCK_EFFECT
|
|
#undef WATER_REFLECTIONS
|
|
#endif
|
|
|
|
#ifndef OVERWORLD_SHADER
|
|
#undef WATER_SUN_SPECULAR
|
|
#endif
|
|
|
|
#ifdef WATER_REFLECTIONS
|
|
// vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
|
|
|
|
// if nothing is chosen, no smoothness and no reflectance
|
|
vec2 specularValues = vec2(1.0, 0.0);
|
|
|
|
// hardcode specular values for select blocks like glass, water, and slime
|
|
if(isReflective) specularValues = vec2(1.0, 0.02);
|
|
|
|
// detect if the specular texture is used, if it is, overwrite hardcoded values
|
|
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex.rg;
|
|
|
|
float roughness = pow(1.0-specularValues.r,2.0);
|
|
float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g;
|
|
|
|
#ifdef HAND
|
|
f0 = max(specularValues.g, 0.02);
|
|
#endif
|
|
|
|
// f0 = SpecularTex.g;
|
|
// roughness = pow(1.0-specularValues.r,2.0);
|
|
// f0 = 0.9;
|
|
// roughness = 0.0;
|
|
|
|
vec3 Metals = f0 > 229.5/255.0 ? normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3) : vec3(1.0);
|
|
|
|
// make sure zero alpha is not forced to be full alpha by fresnel on items with funny normal padding
|
|
if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
|
|
|
|
if (f0 > 0.0){
|
|
|
|
if(isReflective) f0 = max(f0, 0.02);
|
|
|
|
vec3 Reflections_Final = vec3(0.0);
|
|
vec4 Reflections = vec4(0.0);
|
|
vec3 BackgroundReflection = FinalColor;
|
|
vec3 SunReflection = vec3(0.0);
|
|
float indoors = pow(1.0-pow(1.0-min(max(lightmap.y-0.6,0.0)*3.0,1.0),0.5),2.0);
|
|
|
|
vec3 reflectedVector = reflect(normalize(viewPos), normal);
|
|
float normalDotEye = dot(normal, normalize(viewPos));
|
|
|
|
float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
|
|
|
|
/*
|
|
int seed = (frameCounter%40000) + frameCounter*2;
|
|
float noise = fract(R2_samples(seed).y + (1-blueNoise()));
|
|
mat3 Basis = CoordBase(viewToWorld(normal));
|
|
vec3 ViewDir = -normalize(feetPlayerPos)*Basis;
|
|
vec3 SamplePoints = SampleVNDFGGX(ViewDir, vec2(roughness), noise);
|
|
vec3 Ln = reflect(-ViewDir, SamplePoints);
|
|
vec3 L = Basis * Ln;
|
|
fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0);
|
|
*/
|
|
|
|
#ifdef SNELLS_WINDOW
|
|
// snells window looking thing
|
|
if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
|
|
#endif
|
|
|
|
fresnel = mix(f0, 1.0, fresnel);
|
|
|
|
// Sun, Sky, and screen-space reflections
|
|
#ifdef OVERWORLD_SHADER
|
|
#ifdef WATER_SUN_SPECULAR
|
|
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), max(roughness,0.035), f0) * Metals;
|
|
#endif
|
|
#ifdef WATER_BACKGROUND_SPECULAR
|
|
if(isEyeInWater == 0 && !isReflectiveEntity) BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 * Metals;
|
|
#endif
|
|
|
|
if(isEyeInWater == 1 && isWater) BackgroundReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1);
|
|
#else
|
|
#ifdef WATER_BACKGROUND_SPECULAR
|
|
if(isEyeInWater == 0) BackgroundReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0 * Metals;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef SCREENSPACE_REFLECTIONS
|
|
float reflectLength = 0.0;
|
|
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise_temporal(), fresnel, isEyeInWater == 1,reflectLength);
|
|
if (rtPos.z < 1.0){
|
|
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
|
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
|
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
|
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
|
|
Reflections.a = 1.0;
|
|
Reflections.rgb = texture2D(colortex5, previousPosition.xy).rgb * Metals;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
|
|
|
|
Reflections_Final = mix(mix(FinalColor, BackgroundReflection, indoors), Reflections.rgb, Reflections.a) * fresnel * visibilityFactor;
|
|
Reflections_Final += SunReflection;
|
|
|
|
//correct alpha channel with fresnel
|
|
float alpha0 = gl_FragData[0].a;
|
|
|
|
gl_FragData[0].a = -gl_FragData[0].a * fresnel + gl_FragData[0].a + fresnel;
|
|
|
|
// prevent reflections from being darkened by buffer blending
|
|
gl_FragData[0].rgb = clamp(FinalColor / gl_FragData[0].a*alpha0*(1.0-fresnel) * 0.1 + Reflections_Final / gl_FragData[0].a * 0.1,0.0,65100.0);
|
|
|
|
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0);
|
|
|
|
} else {
|
|
gl_FragData[0].rgb = FinalColor*0.1;
|
|
}
|
|
|
|
#else
|
|
gl_FragData[0].rgb = FinalColor*0.1;
|
|
#endif
|
|
|
|
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
|
|
Emission(gl_FragData[0].rgb, Albedo, SpecularTex.b, exposure);
|
|
#endif
|
|
|
|
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
|
|
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > far-16*4 && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
|
|
|
|
if(WATER) gl_FragData[0].a = 0.0;
|
|
#endif
|
|
|
|
#ifndef HAND
|
|
gl_FragData[1] = vec4(Albedo, MATERIALS);
|
|
#endif
|
|
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
|
|
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
|
|
#endif
|
|
#if DEBUG_VIEW == debug_NORMALS
|
|
gl_FragData[0].rgb = normalize(normal.xyz) * 0.1;
|
|
#endif
|
|
#if DEBUG_VIEW == debug_INDIRECT
|
|
gl_FragData[0].rgb = Indirect_lighting* 0.1;
|
|
#endif
|
|
#if DEBUG_VIEW == debug_DIRECT
|
|
gl_FragData[0].rgb = Direct_lighting * 0.1;
|
|
#endif
|
|
|
|
gl_FragData[3].a = clamp(lightmap.y,0.0,1.0);
|
|
|
|
}
|
|
} |