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https://github.com/X0nk/Bliss-Shader.git
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f82426c609
it has begun
206 lines
8.0 KiB
GLSL
206 lines
8.0 KiB
GLSL
#version 120
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//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
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#extension GL_EXT_gpu_shader4 : enable
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#define Cave_fog // cave fog....
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#define CaveFogFallOff 1.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define CaveFogColor_R 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define CaveFogColor_G 0.2 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define CaveFogColor_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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// #define display_LUT // aaaaaaaaaaaaaaaaaaaaaaa
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varying vec2 texcoord;
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flat varying vec3 zMults;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex7;
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uniform sampler2D colortex3;
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uniform sampler2D colortex4;
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uniform sampler2D colortex2;
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uniform sampler2D colortex0;
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uniform sampler2D noisetex;
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferProjectionInverse;
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uniform vec2 texelSize;
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uniform vec3 cameraPosition;
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uniform float isWastes;
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uniform float isWarpedForest;
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uniform float isCrimsonForest;
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uniform float isSoulValley;
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uniform float isBasaltDelta;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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uniform float blindness;
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uniform float darknessFactor;
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uniform float darknessLightFactor;
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uniform float nightVision;
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#include "lib/waterBump.glsl"
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#include "lib/waterOptions.glsl"
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float ld(float depth) {
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return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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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 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){
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vec4 vl = vec4(0.0);
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float sum = 0.0;
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mat3x3 weights;
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ivec2 posD = ivec2(coord/2.0)*2;
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ivec2 posVl = ivec2(coord/2.0);
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float dz = zMults.x;
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ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
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//pos = ivec2(1,-1);
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ivec2 tcDepth = posD + ivec2(-4,-4) + pos*2;
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float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(-4,0) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0,-4) + pos*2;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
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sum += w;
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return vl/sum;
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}
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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 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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void main() {
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/* DRAWBUFFERS:73 */
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//3x3 bilateral upscale from half resolution
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z);
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vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
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vec4 transparencies = texture2D(colortex2,texcoord);
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vec4 trpData = texture2D(colortex7,texcoord);
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bool iswater = trpData.a > 0.99;
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vec2 refractedCoord = texcoord;
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vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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vec3 fragpos2 = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2));
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// vec3 np3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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if (iswater){
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float norm = getWaterHeightmap(np3.xz*1.71, 4.0, 0.25, 1.0);
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float displ = norm/(length(fragpos)/far)/35.;
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refractedCoord += displ;
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if (texture2D(colortex7,refractedCoord).a < 0.99)
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refractedCoord = texcoord;
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}
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vec3 color = texture2D(colortex3,refractedCoord).rgb;
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if (frDepth > 2.5/far || transparencies.a < 0.99) // Discount fix for transparencies through hand
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color = color*(1.0-transparencies.a)+transparencies.rgb*10.;
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float dirtAmount = Dirt_Amount;
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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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color *= vl.a;
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// vec3 fogColor = clamp(gl_Fog.color.rgb*pow(luma(gl_Fog.color.rgb),-0.75)*0.65,0.0,1.0)*0.05;
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//cave fog
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if (isEyeInWater == 0){
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vec3 fogColor = clamp(gl_Fog.color.rgb,0.0,1.0) * 8. * (1.0-vl.a);
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float fogdistfade = clamp(length(fragpos)/far, 0.0, 1.0);
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float fogfade = clamp(exp((1.0 - np3.y)*4 - 8),0.0,1.0);
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// float fog = 1.0 - clamp( exp2(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
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float fog = clamp( pow(length(fragpos / far),0.5) ,0.0,1.0);
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color.rgb = mix(color.rgb, fogColor * fogfade , fog ) ;
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vl.a *= 1.0 - fogdistfade;
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}
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// underwater fog
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if (isEyeInWater == 1){
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// color.rgb *= exp(-length(fragpos)/2*totEpsilon);
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// vl.a *= (dot(exp(-length(fragpos)/1.2*totEpsilon),vec3(0.2,0.7,0.1)))*0.5+0.5;
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float fogfade = clamp(exp(-length(fragpos) /12 ) ,0.0,1.0);
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float fogcolfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0);
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color.rgb *= fogfade;
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color.rgb = color.rgb * (1.0 + vec3(0.0,0.1,0.2) * 12 * (1.0 - fogfade)) + (vec3(0.0,0.1,0.2) * 0.5 * (1.0 - fogfade))*fogcolfade;
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vl.a *= fogfade*0.75 +0.25;
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}
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/// lava.
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if (isEyeInWater == 2){
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color.rgb = vec3(4.0,0.5,0.1);
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}
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/// powdered snow
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if (isEyeInWater == 3){
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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vl.a = 0.0;
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}
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// blidnesss
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color.rgb *= mix(1.0, clamp(1.5-pow(length(fragpos2)*(blindness*0.2),2.0),0.0,1.0), blindness);
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// darkness effect
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color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
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// float BiomeParams = isWastes + isWarpedForest + isCrimsonForest + isSoulValley + isBasaltDelta ;
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gl_FragData[0] = vec4(vl.a, 0.0, 0.0, 0.0);
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gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0);
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#ifdef display_LUT
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gl_FragData[1].rgb = texture2D(colortex4,texcoord*0.45).rgb * 0.000035;
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#endif
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}
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