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https://github.com/X0nk/Bliss-Shader.git
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f82426c609
it has begun
142 lines
7.4 KiB
GLSL
142 lines
7.4 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
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#define Ambient_Mult 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.5 2.0 3.0 4.0 5.0 6.0 10.0]
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#define Sky_Brightness 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.5 2.0 3.0 4.0 5.0 6.0 10.0]
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#define MIN_LIGHT_AMOUNT 1.0 //[0.0 0.5 1.0 1.5 2.0 3.0 4.0 5.0]
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#define TORCH_AMOUNT 1.0 //[0.0 0.5 0.75 1. 1.2 1.4 1.6 1.8 2.0]
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#define TORCH_R 1.0 // [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 TORCH_G 0.75 // [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 TORCH_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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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 lightSourceColor;
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flat varying vec3 sunColor;
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flat varying vec3 sunColorCloud;
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flat varying vec3 moonColor;
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flat varying vec3 moonColorCloud;
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flat varying vec3 zenithColor;
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flat varying vec3 avgSky;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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flat varying float rodExposure;
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flat varying float avgBrightness;
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flat varying float exposureF;
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flat varying float fogAmount;
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flat varying float VFAmount;
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uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform int frameCounter;
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uniform float rainStrength;
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uniform float eyeAltitude;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferPreviousProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform float sunElevation;
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uniform vec3 cameraPosition;
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uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
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return p3;
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}
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float interleaved_gradientNoise(){
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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)+frameCounter/1.6180339887);
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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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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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float minLight = MIN_LIGHT_AMOUNT * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.);
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vec3 minLight_col = MIN_LIGHT_AMOUNT * 0.007/ (exposure + rodExposure/(rodExposure+1.0)*exposure*1.) * vec3(0.8,0.9,1.0);
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//Lightmap for forward shading (contains average integrated sky color across all faces + torch + min ambient)
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vec3 avgAmbient = (ambientUp + ambientLeft + ambientRight + ambientB + ambientF + ambientDown)/6.;
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if (gl_FragCoord.x < 17. && gl_FragCoord.y < 17.){
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float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5);
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torchLut = torchLut+0.712;
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float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0);
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torch_lightmap = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.;
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float sky_lightmap = (Slightmap[int(gl_FragCoord.y)]-14.0)/235.;
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sky_lightmap = pow(sky_lightmap,1.4);
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vec3 ambient = avgAmbient*sky_lightmap+torch_lightmap*vec3(TORCH_R,TORCH_G,TORCH_B)*TORCH_AMOUNT;
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gl_FragData[0] = vec4(ambient*Ambient_Mult,1.0);
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}
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//Lightmap for deferred shading (contains only torch + min ambient)
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if (gl_FragCoord.x < 17. && gl_FragCoord.y > 19. && gl_FragCoord.y < 19.+17. ){
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float torchLut = clamp(16.0-gl_FragCoord.x,0.5,15.5);
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torchLut = torchLut+0.712;
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float torch_lightmap = max(1.0/torchLut/torchLut - 1/17.212/17.212,0.0);
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float ambient = pow(torch_lightmap*2.5,1.5)*TORCH_AMOUNT*10.;
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float sky_lightmap = (Slightmap[int(gl_FragCoord.y-19.0)]-14.0)/235./150.;
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gl_FragData[0] = vec4(sky_lightmap,ambient,minLight,1.0)*Ambient_Mult;
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}
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//Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientUp,1.0);
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientDown,1.0);
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if (gl_FragCoord.x > 2. && gl_FragCoord.x < 3. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientLeft,1.0);
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if (gl_FragCoord.x > 3. && gl_FragCoord.x < 4. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientRight,1.0);
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if (gl_FragCoord.x > 4. && gl_FragCoord.x < 5. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientB,1.0);
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if (gl_FragCoord.x > 5. && gl_FragCoord.x < 6. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientF,1.0);
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 7. && gl_FragCoord.x < 8. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(avgAmbient,1.0);
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//Sky gradient (no clouds)
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const float pi = 3.141592653589793238462643383279502884197169;
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if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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gl_FragData[0] = vec4(vec3(1.0,0.4,0.12)*100.,1.0);
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}
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//Temporally accumulate sky and light values
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(temp,curr,0.06),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(exposure,avgBrightness,exposureF,1.0);
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if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(rodExposure,0.0,0.0,1.0);
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}
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