mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
149 lines
4.5 KiB
GLSL
149 lines
4.5 KiB
GLSL
#version 120
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//Vignetting, applies bloom, applies exposure and tonemaps the final image
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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flat varying vec4 exposure;
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flat varying vec2 rodExposureDepth;
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varying vec2 texcoord;
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const bool colortex5MipmapEnabled = true;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex5;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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// uniform sampler2D colortex10;
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// uniform sampler2D colortex8; // specular
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// uniform sampler2D colortex9; // specular
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D noisetex;
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uniform vec2 texelSize;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float viewWidth;
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uniform float viewHeight;
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform float near;
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uniform float aspectRatio;
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uniform float far;
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uniform float rainStrength;
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uniform float screenBrightness;
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uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferProjectionInverse;
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vec4 Weather_properties = Moon_Weather_properties;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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// #include "lib/biome_specifics.glsl"
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#include "/lib/bokeh.glsl"
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float cdist(vec2 coord) {
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return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
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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 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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// blindness fogs
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uniform float blindness;
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uniform float darknessFactor;
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void main() {
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/* DRAWBUFFERS:7 */
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float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
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vec3 col = texture2D(colortex5,texcoord).rgb;
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#if DOF_QUALITY >= 0
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/*--------------------------------*/
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float z = ld(texture2D(depthtex0, texcoord.st*RENDER_SCALE).r)*far;
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#ifdef AUTOFOCUS
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float focus = rodExposureDepth.y*far;
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#else
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float focus = MANUAL_FOCUS*screenBrightness;
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#endif
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float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0);
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#ifdef FAR_BLUR_ONLY
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pcoc *= float(z > focus);
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#endif
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float noise = blueNoise()*6.28318530718;
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mat2 noiseM = mat2( cos( noise ), -sin( noise ),
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sin( noise ), cos( noise )
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);
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vec3 bcolor = vec3(0.);
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float nb = 0.0;
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vec2 bcoord = vec2(0.0);
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/*--------------------------------*/
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float dofLodLevel = pcoc * 200.0;
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for ( int i = 0; i < BOKEH_SAMPLES; i++) {
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bcolor += texture2DLod(colortex5, texcoord.xy + bokeh_offsets[i]*pcoc*vec2(DOF_ANAMORPHIC_RATIO,aspectRatio), dofLodLevel).rgb;
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}
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col = bcolor/BOKEH_SAMPLES;
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#endif
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb/2./7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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col = (mix(col,bloom,VL_abs)+bloom*lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
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float rodLum = lum2*400.;
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float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
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col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
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// #ifdef display_LUT
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// vec2 movedTC = texcoord ;
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// if(movedTC.x < 0.4 ) col.rgb = texture2D(colortex4,movedTC/2).rgb * 0.001;
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// #endif
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#ifndef USE_ACES_COLORSPACE_APPROXIMATION
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col = LinearTosRGB(TONEMAP(col));
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#else
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col = col * ACESInputMat;
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col = TONEMAP(col);
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col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
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#endif
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gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
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} |