Bliss-Shader/shaders/world-1/composite15.fsh

107 lines
3.2 KiB
GLSL

#version 120
//Vignetting, applies bloom, applies exposure and tonemaps the final image
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 exposure;
flat varying vec2 rodExposureDepth;
varying vec2 texcoord;
const bool colortex5MipmapEnabled = true;
// uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex3;
// uniform sampler2D colortex6;
uniform sampler2D colortex7;
// uniform sampler2D colortex8; // specular
// uniform sampler2D colortex9; // specular
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D noisetex;
uniform vec2 texelSize;
uniform ivec2 eyeBrightnessSmooth;
uniform float viewWidth;
uniform float viewHeight;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform int isEyeInWater;
uniform float near;
uniform float aspectRatio;
uniform float far;
uniform float rainStrength;
uniform float screenBrightness;
uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjectionInverse;
vec4 Weather_properties = Moon_Weather_properties;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
// #include "/lib/biome_specifics.glsl"
#include "/lib/bokeh.glsl"
float cdist(vec2 coord) {
return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float ld(float depth) {
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
void main() {
/* DRAWBUFFERS:7 */
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
vec3 col = texture2D(colortex5,texcoord).rgb;
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5).rgb/2./7.0;
float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
float VL_abs = texture2D(colortex7,texcoord).r;
float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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);
float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb;
//Purkinje Effect
float lum = dot(col,vec3(0.15,0.3,0.55));
float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
float rodLum = lum2*400.;
float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
#ifndef USE_ACES_COLORSPACE_APPROXIMATION
col = LinearTosRGB(TONEMAP(col));
#else
col = col * ACESInputMat;
col = TONEMAP(col);
col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
#endif
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
}