mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
62be2ab097
This reverts commit 4869877f77
.
449 lines
14 KiB
GLSL
449 lines
14 KiB
GLSL
#include "/lib/settings.glsl"
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#define EXCLUDE_WRITE_TO_LUT
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flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D colortex0;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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uniform float sunElevation;
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// uniform float far;
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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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uniform int frameCounter;
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uniform float frameTimeCounter;
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// varying vec2 texcoord;
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uniform vec2 texelSize;
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// flat varying vec2 TAA_Offset;
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uniform int isEyeInWater;
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uniform float rainStrength;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float eyeAltitude;
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uniform float caveDetection;
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// uniform int dhRenderDistance;
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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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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/DistantHorizons_projections.glsl"
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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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#define IS_LPV_ENABLED
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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flat varying float exposure;
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#ifdef IS_LPV_ENABLED
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#extension GL_ARB_shader_image_load_store: enable
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#extension GL_ARB_shading_language_packing: enable
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#endif
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#ifdef IS_LPV_ENABLED
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uniform usampler1D texBlockData;
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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// #ifdef IS_LPV_ENABLED
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// uniform int heldItemId;
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// uniform int heldItemId2;
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// #endif
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#ifdef IS_LPV_ENABLED
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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vec3 LPV_FOG_ILLUMINATION(in vec3 playerPos, float dd, float dL){
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vec3 color = vec3(0.0);
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vec3 lpvPos = GetLpvPosition(playerPos);
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float fadeLength = 10.0; // in blocks
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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if(LpvFadeF > 0.0){
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vec4 lpvSample = SampleLpvLinear(lpvPos);
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if(length(lpvSample.xyz) > 1e-5){
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vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
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vec3 lighting = LpvTorchLight;
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float density = exp(-5.0 * clamp( 1.0 - length(lpvSample.xyz) / 16.0,0.0,1.0)) * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100.0) * LpvFadeF;
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color = lighting - lighting * exp(-density*dd*dL);
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}
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}
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return color;
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}
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#endif
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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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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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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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flat varying vec3 refractedSunVec;
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// uniform int dhRenderDistance;
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#define CLOUDS_INTERSECT_TERRAIN
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#include "/lib/volumetricClouds.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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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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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)+frameTimeCounter*51.9521);
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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 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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float R2_dither(){
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#ifdef TAA
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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#else
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vec2 coord = gl_FragCoord.xy;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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int spCount = rayMarchSampleCount;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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vec3 progressW = start.xyz+cameraPosition+dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 Indirectlight = ambientMul*ambient;
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vec3 light = Indirectlight * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
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dV *= maxZ;
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vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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#ifdef OVERWORLD_SHADER
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float phase = fogPhase(VdotL) * 5.0;
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#endif
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float YFade = pow(normalize(dVWorld).y*0.3+0.7,1.5);
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#ifdef OVERWORLD_SHADER
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float lowlightlevel = clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
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#else
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float lowlightlevel = 1.0;
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#endif
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// lowlightlevel = pow(lowlightlevel,0.5);
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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vec3 sh = vec3(1.0);
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#ifdef OVERWORLD_SHADER
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vec3 spPos = start.xyz + dV*d;
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//project into biased shadowmap space
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(spPos.xy);
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#else
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float distortFactor = 1.0;
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#endif
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vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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// sh = shadow2D( shadow, pos).x;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, pos).x);
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if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
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sh = normalize(texture2D(shadowcolor0, pos.xy).rgb+0.0001);
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}
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#else
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sh = vec3(shadow2D(shadow, pos).x);
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#endif
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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#endif
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// float bubble = 1.0 - pow(1.0-pow(1.0-min(max(1.0 - length(d*dVWorld) / (16),0.0)*5.0,1.0),2.0),2.0);
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float bubble = exp( -7.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0) );
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float bubble2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
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float sunCaustics = (waterCaustics(progressW, WsunVec)) * mix(0.25,10.0,bubble) + 0.75;
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vec3 sunMul = exp(-1 * d * waterCoefs * 1.1);
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vec3 Directlight = ((lightSource* sh) * phase * sunMul * sunCaustics) * lowlightlevel * pow(abs(WsunVec.y),1);
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#else
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vec3 Directlight = vec3(0.0);
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#endif
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vec3 ambientMul = exp(-1 * d * waterCoefs);
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vec3 Indirectlight = ambient * ambientMul * YFade * lowlightlevel;
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vec3 light = (Indirectlight + Directlight) * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
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absorbance *= exp(-waterCoefs * dd * rayLength);
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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vL += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, 1.0);
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#endif
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}
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inColor += vL;
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}
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// #endif
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec2 R2_samples(int 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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float fogPhase2(float lightPoint){
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float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
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float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
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float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
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exponential += sqrt(exp2(sqrt(linear) * -12.5));
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return exponential;
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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// uniform int framemod8;
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// #include "/lib/TAA_jitter.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
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/* RENDERTARGETS:0,14 */
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#else
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/* RENDERTARGETS:0 */
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#endif
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float noise_1 = max(1.0 - R2_dither(),0.0015);
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float noise_2 = blueNoise();
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
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bool iswater = texture2D(colortex7,tc).a > 0.99;
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float z0 = texture2D(depthtex0, tc).x;
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#ifdef DISTANT_HORIZONS
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float DH_z0 = texture2D(dhDepthTex,tc).x;
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#else
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float DH_z0 = 0.0;
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#endif
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vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE , z0, DH_z0);
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vec3 playerPos_normalized = normalize(mat3(gbufferModelViewInverse) * viewPos0 + gbufferModelViewInverse[3].xyz);
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float dirtAmount = Dirt_Amount + 0.01;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
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vec3 directLightColor = lightCol.rgb/80.0;
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vec3 indirectLightColor = averageSkyCol/30.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
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vec3 cloudDepth = vec3(0.0);
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vec3 fogDepth = vec3(0.0);
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#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
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vec4 VolumetricClouds = renderClouds(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor, cloudDepth);
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#ifdef CAVE_FOG
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float skyhole = (1.0-pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection) ;
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VolumetricClouds.rgb *= skyhole;
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VolumetricClouds.a = mix(VolumetricClouds.a, 1.0, (1.0-skyhole) * caveDetection);
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#endif
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#endif
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#ifdef OVERWORLD_SHADER
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float atmosphereAlpha = 1.0;
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_2,noise_1), directLightColor, indirectLightColor, averageSkyCol_Clouds/30.0, atmosphereAlpha);
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VolumetricClouds.a *= atmosphereAlpha;
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
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#endif
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#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
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VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a * atmosphereAlpha + VolumetricFog.rgb, VolumetricFog.a);
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#endif
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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if (isEyeInWater == 1){
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float estEyeDepth = clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
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// estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
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estEyeDepth = 0.0;
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// vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vl = vec3(0.0);
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waterVolumetrics(vl, vec3(0.0), viewPos0, estEyeDepth, estEyeDepth, length(viewPos0), noise_1, totEpsilon, scatterCoef, indirectLightColor_dynamic, directLightColor , dot(normalize(viewPos0), normalize(sunVec* lightCol.a ) ));
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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
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gl_FragData[1] = vec4(VolumetricClouds.a,0.0,0.0,0.0);
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#endif
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} |