mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
62be2ab097
This reverts commit 4869877f77
.
270 lines
8.6 KiB
GLSL
270 lines
8.6 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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// uniform int dhRenderDistance;
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 lightSourceColor;
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flat varying vec3 zenithColor;
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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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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex2;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform vec2 texelSize;
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uniform float sunElevation;
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uniform float eyeAltitude;
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uniform float near;
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// uniform float far;
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uniform float frameTime;
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uniform int frameCounter;
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uniform float rainStrength;
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// uniform int worldTime;
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vec3 sunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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// vec3 sunVec = normalize(LightDir);
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#include "/lib/sky_gradient.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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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(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 tanh(float x){
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return (exp(x) - exp(-x))/(exp(x) + exp(-x));
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}
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float ld(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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uniform float nightVision;
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uniform int worldDay;
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void getWeatherParams(
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inout vec4 weatherParams0,
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inout vec4 weatherParams1,
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float layer0_coverage,
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float layer1_coverage,
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float layer2_coverage,
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float uniformFog_density,
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float layer0_density,
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float layer1_density,
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float layer2_density,
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float cloudyFog_density
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){
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weatherParams0 = vec4(layer0_coverage, layer1_coverage, layer2_coverage, uniformFog_density);
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weatherParams1 = vec4(layer0_density, layer1_density, layer2_density, cloudyFog_density);
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}
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float hash11(float p)
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{
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p = fract(p * .1031);
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p *= p + 33.33;
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p *= p + p;
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return fract(p);
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}
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void main() {
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gl_Position = ftransform()*0.5+0.5;
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gl_Position.xy = gl_Position.xy*vec2(18.+258*2,258.)*texelSize;
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gl_Position.xy = gl_Position.xy*2.-1.0;
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#ifdef OVERWORLD_SHADER
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///////////////////////////////////
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/// --- AMBIENT LIGHT STUFF --- ///
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///////////////////////////////////
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averageSkyCol_Clouds = vec3(0.0);
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averageSkyCol = vec3(0.0);
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vec2 sample3x3[9] = vec2[](
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vec2(-1.0, -0.3),
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vec2( 0.0, 0.0),
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vec2( 1.0, -0.3),
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vec2(-1.0, -0.5),
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vec2( 0.0, -0.5),
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vec2( 1.0, -0.5),
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vec2(-1.0, -1.0),
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vec2( 0.0, -1.0),
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vec2( 1.0, -1.0)
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);
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// sample in a 3x3 pattern to get a good area for average color
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int maxIT = 9;
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// int maxIT = 20;
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for (int i = 0; i < maxIT; i++) {
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vec3 pos = vec3(0.0,1.0,0.0);
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pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.9000);
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averageSkyCol_Clouds += 1.5 * (skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.0);
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averageSkyCol += 1.5 * (skyFromTex(pos,colortex4).rgb/maxIT/150.0);
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}
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// maximum control of color and luminance
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vec3 minimumlight = vec3(0.5,0.75,1.0) * (min(MIN_LIGHT_AMOUNT,0.0025) + nightVision);
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// vec3 minimumlight = vec3(0.5,0.75,1.0) * nightVision;
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averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.7), minimumlight);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS, minimumlight);
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////////////////////////////////////////
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/// --- SUNLIGHT/MOONLIGHT STUFF --- ///
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////////////////////////////////////////
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vec2 planetSphere = vec2(0.0);
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float sunVis = clamp(sunElevation,0.0,0.05)/0.05*clamp(sunElevation,0.0,0.05)/0.05;
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float moonVis = clamp(-sunElevation,0.0,0.05)/0.05*clamp(-sunElevation,0.0,0.05)/0.05;
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vec3 skyAbsorb = vec3(0.0);
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sunColor = calculateAtmosphere(vec3(0.0), sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.0);
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sunColor = sunColorBase/4000.0 * skyAbsorb;
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moonColor = moonColorBase/4000.0;
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lightSourceColor = (sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis) ;
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#endif
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//////////////////////////////////
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/// --- WEATHER PARAMETERS --- ///
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//////////////////////////////////
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#ifdef Daily_Weather
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// this is horrid and i hate it
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// store 8 values that control cloud parameters.
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// as the day counter changes, switch to a different set of stored values.
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#ifdef CHOOSE_RANDOM_WEATHER_PROFILE
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int dayCounter = int(clamp(hash11(float(mod(worldDay, 1000))) * 10.0, 0,10));
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#else
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int dayCounter = int(mod(worldDay, 10));
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#endif
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vec4 weatherParameters_A[10] = vec4[](
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vec4( DAY0_l0_coverage, DAY0_l1_coverage, DAY0_l2_coverage, DAY0_ufog_density),
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vec4( DAY1_l0_coverage, DAY1_l1_coverage, DAY1_l2_coverage, DAY1_ufog_density),
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vec4( DAY2_l0_coverage, DAY2_l1_coverage, DAY2_l2_coverage, DAY2_ufog_density),
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vec4( DAY3_l0_coverage, DAY3_l1_coverage, DAY3_l2_coverage, DAY3_ufog_density),
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vec4( DAY4_l0_coverage, DAY4_l1_coverage, DAY4_l2_coverage, DAY4_ufog_density),
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vec4( DAY5_l0_coverage, DAY5_l1_coverage, DAY5_l2_coverage, DAY5_ufog_density),
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vec4( DAY6_l0_coverage, DAY6_l1_coverage, DAY6_l2_coverage, DAY6_ufog_density),
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vec4( DAY7_l0_coverage, DAY7_l1_coverage, DAY7_l2_coverage, DAY7_ufog_density),
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vec4( DAY8_l0_coverage, DAY8_l1_coverage, DAY8_l2_coverage, DAY8_ufog_density),
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vec4( DAY9_l0_coverage, DAY9_l1_coverage, DAY9_l2_coverage, DAY9_ufog_density)
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);
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vec4 weatherParameters_B[10] = vec4[](
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vec4(DAY0_l0_density, DAY0_l1_density, DAY0_l2_density, DAY0_cfog_density),
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vec4(DAY1_l0_density, DAY1_l1_density, DAY1_l2_density, DAY1_cfog_density),
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vec4(DAY2_l0_density, DAY2_l1_density, DAY2_l2_density, DAY2_cfog_density),
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vec4(DAY3_l0_density, DAY3_l1_density, DAY3_l2_density, DAY3_cfog_density),
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vec4(DAY4_l0_density, DAY4_l1_density, DAY4_l2_density, DAY4_cfog_density),
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vec4(DAY5_l0_density, DAY5_l1_density, DAY5_l2_density, DAY5_cfog_density),
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vec4(DAY6_l0_density, DAY6_l1_density, DAY6_l2_density, DAY6_cfog_density),
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vec4(DAY7_l0_density, DAY7_l1_density, DAY7_l2_density, DAY7_cfog_density),
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vec4(DAY8_l0_density, DAY8_l1_density, DAY8_l2_density, DAY8_cfog_density),
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vec4(DAY9_l0_density, DAY9_l1_density, DAY9_l2_density, DAY9_cfog_density)
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);
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dailyWeatherParams0 = weatherParameters_A[dayCounter];
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dailyWeatherParams1 = weatherParameters_B[dayCounter];
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#endif
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//////////////////////////////
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/// --- EXPOSURE STUFF --- ///
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//////////////////////////////
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float avgLuma = 0.0;
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float m2 = 0.0;
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int n=100;
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vec2 clampedRes = max(1.0/texelSize,vec2(1920.0,1080.));
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float avgExp = 0.0;
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float avgB = 0.0;
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vec2 resScale = vec2(1920.,1080.)/clampedRes;
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const int maxITexp = 50;
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float w = 0.0;
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for (int i = 0; i < maxITexp; i++){
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vec2 ij = R2_samples((frameCounter%2000)*maxITexp+i);
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vec2 tc = 0.5 + (ij-0.5) * 0.7;
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vec3 sp = texture2D(colortex6, tc/16. * resScale+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb;
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avgExp += log(luma(sp));
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avgB += log(min(dot(sp,vec3(0.07,0.22,0.71)),8e-2));
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}
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avgExp = exp(avgExp/maxITexp);
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avgB = exp(avgB/maxITexp);
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avgBrightness = clamp(mix(avgExp,texelFetch2D(colortex4,ivec2(10,37),0).g,0.95),0.00003051757,65000.0);
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float L = max(avgBrightness,1e-8);
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float keyVal = 1.03-2.0/(log(L*4000/150.*8./3.0+1.0)/log(10.0)+2.0);
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float expFunc = 0.5+0.5*tanh(log(L));
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float targetExposure = 0.18/log2(L*2.5+1.045)*0.62;
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avgL2 = clamp(mix(avgB,texelFetch2D(colortex4,ivec2(10,37),0).b,0.985),0.00003051757,65000.0);
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float targetrodExposure = max(0.012/log2(avgL2+1.002)-0.1,0.0)*1.2;
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exposure = max(targetExposure*EXPOSURE_MULTIPLIER, 0.0);
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// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
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// exposure = 1;
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float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)*RENDER_SCALE).r);
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centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
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centerDepth = centerDepth * centerDepth * 65000.0;
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rodExposure = targetrodExposure;
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#ifndef AUTO_EXPOSURE
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exposure = Manual_exposure_value;
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rodExposure = clamp(log(Manual_exposure_value*2.0+1.0)-0.1,0.0,2.0);
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#endif
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} |