mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
216db6b84d
its very scary to look at
382 lines
14 KiB
GLSL
382 lines
14 KiB
GLSL
#version 120
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//Volumetric fog rendering
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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flat varying vec4 lightCol;
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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 avgAmbient;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float FogSchedule;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2DShadow shadow;
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flat varying vec3 refractedSunVec;
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flat varying vec3 WsunVec;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform vec3 sunVec;
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uniform float far;
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uniform float near;
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uniform int frameCounter;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float frameTimeCounter;
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uniform int isEyeInWater;
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uniform vec2 texelSize;
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#include "lib/Shadow_Params.glsl"
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#include "lib/color_transforms.glsl"
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#include "lib/color_dither.glsl"
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#include "lib/projections.glsl"
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#include "lib/sky_gradient.glsl"
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#include "/lib/res_params.glsl"
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// #include "lib/biome_specifics.glsl"
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#define TIMEOFDAYFOG
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#include "lib/volumetricClouds.glsl"
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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 R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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}
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float R2_dither2(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x *(1- gl_FragCoord.x) + alpha.y * (1-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter) ;
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float phaseRayleigh(float cosTheta) {
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const vec2 mul_add = vec2(0.1, 0.28) /acos(-1.0);
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return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
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}
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float GetCloudShadow(vec3 eyePlayerPos){
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vec3 worldPos = (eyePlayerPos + cameraPosition) - Cloud_Height;
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vec3 cloudPos = worldPos*Cloud_Size + WsunVec/abs(WsunVec.y) * ((3250 - 3250*0.35) - worldPos.y*Cloud_Size) ;
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float shadow = getCloudDensity(cloudPos, 1);
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shadow = clamp(exp(-shadow*5),0.0,1.0);
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return shadow ;
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}
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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f = (f*f) * (3.-2.*f);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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float fog_densities_atmospheric = 24 * Haze_amount; // this is seperate from the cloudy and uniform fog.
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float cloudVol(in vec3 pos){
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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float mult = exp( -max((pos.y - SEA_LEVEL) / 35.,0.0));
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float fog_shape = 1-densityAtPosFog(samplePos * 24.0);
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float fog_eroded = 1-densityAtPosFog( samplePos2 * 200.0);
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float CloudyFog = max( (fog_shape*2.0 - fog_eroded*0.5) - 1.2, 0.0) * mult;
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float UniformFog = exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0));
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float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength;
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TimeOfDayFog(UniformFog, CloudyFog);
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return CloudyFog + UniformFog + RainFog;
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}
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mat2x3 getVolumetricRays(
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float dither,
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vec3 fragpos,
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float dither2
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){
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
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vec3 start = toShadowSpaceProjected(vec3(0.));
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = fragposition-start;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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float maxLength = min(length(dVWorld),far)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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//apply dither
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vec3 progress = start.xyz;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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vec3 vL = vec3(0.);
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float SdotV = dot(sunVec,normalize(fragpos))*lightCol.a;
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float dL = length(dVWorld);
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
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float rayL = phaseRayleigh(SdotV);
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// Makes fog more white idk how to simulate it correctly
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vec3 sunColor = lightCol.rgb / 127.0;
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vec3 skyCol0 = (ambientUp / 150. * 5.); // * max(abs(WsunVec.y)/150.0,0.);
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vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_coefficientRayleighB*1e-5);
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vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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float mu = 1.0;
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float muS = mu;
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vec3 absorbance = vec3(1.0);
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float expFactor = 11.0;
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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float cloudShadow = 1.0;
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for (int i=0;i<VL_SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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float distortFactor = calcDistort(progress.xy);
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float densityVol = cloudVol(progressW);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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#ifdef VOLUMETRIC_CLOUDS
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#ifdef CLOUDS_SHADOWS
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#ifdef VL_CLOUDS_SHADOWS
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float max_height = clamp(400.0 - progressW.y, 0.0,1.0); // so it doesnt go beyond the height of the clouds
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vec3 campos = (progressW)-319;
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// get cloud position
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vec3 cloudPos = campos*Cloud_Size + WsunVec/abs(WsunVec.y) * (2250 - campos.y*Cloud_Size);
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// get the cloud density and apply it
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cloudShadow = getCloudDensity(cloudPos, 1);
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cloudShadow = exp(-cloudShadow*cloudDensity*200);
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cloudShadow *= max_height;
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// cloudShadow *= 1000; //debug
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#endif
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#endif
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#endif
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//Water droplets(fog)
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float density = densityVol*ATMOSPHERIC_DENSITY*mu*300.;
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//Just air
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vec2 airCoef = exp(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 24;
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//Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*airCoef.x;
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vec3 m = (airCoef.y+density)*mC;
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vec3 DirectLight = (sunColor*sh*cloudShadow) * (rayL*rL+m*mie);
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vec3 AmbientLight = skyCol0 * m;
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vec3 AtmosphericFog = skyCol0 * (rL+m) ;
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// extra fog effects
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vec3 rainRays = (sunColor*sh*cloudShadow) * (rayL*phaseg(SdotV,0.6)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength;
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vec3 CaveRays = (sunColor*sh*cloudShadow) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = ( DirectLight + AmbientLight + AtmosphericFog + rainRays) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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#ifdef Biome_specific_environment
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BiomeFogColor(vL0); // ?????
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#endif
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vL += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
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}
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return mat2x3(vL,absorbance);
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}
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float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
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if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
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vec2 movement = vec2(-0.035*frameTimeCounter);
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float caustic = 0.0;
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float weightSum = 0.0;
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float radiance = 2.39996;
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
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const vec2 wave_size[4] = vec2[](
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vec2(64.),
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vec2(32.,16.),
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vec2(16.,32.),
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vec2(48.)
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);
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for (int i = 0; i < 4; i++){
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pos = rotationMatrix * pos;
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vec2 speed = movement;
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float waveStrength = 1.0;
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if( i == 0) {
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speed *= 0.15;
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waveStrength = 2.0;
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}
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float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
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caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
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weightSum -= exp2(caustic*0.1);
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}
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return caustic / weightSum;
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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 waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
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dV *= maxZ;
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vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float phase = 2*mix(phaseg(VdotL, 0.4),phaseg(VdotL, 0.8),0.5);
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float expFactor = 11.0;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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float cloudShadow = 1;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
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vec3 spPos = start.xyz + dV*d;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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float distortFactor = calcDistort(spPos.xy);
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vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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#ifdef VOLUMETRIC_CLOUDS
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#ifdef CLOUDS_SHADOWS
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vec3 campos = (progressW)-319;
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// get cloud position
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vec3 cloudPos = campos*Cloud_Size + WsunVec/abs(WsunVec.y) * (2250 - campos.y*Cloud_Size);
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// get the cloud density and apply it
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float cloudShadow = getCloudDensity(cloudPos, 1);
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// cloudShadow = exp(-cloudShadow*sqrt(cloudDensity)*50);
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cloudShadow = clamp(exp(-cloudShadow*6),0.0,1.0);
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sh *= cloudShadow;
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#endif
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#endif
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vec3 p3 = mat3(gbufferModelViewInverse) * rayEnd;
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vec3 np3 = normVec(p3);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) ;
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vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) + ambfogfade*0.5 ;
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vec3 sunMul = exp(-max((estEyeDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs)*cloudShadow;
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float sunCaustics = waterCaustics(progressW, WsunVec);
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sunCaustics = max(pow(sunCaustics*3,2),0.5);
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vec3 light = (sh * lightSource * phase * sunCaustics * sunMul + (ambient*ambientMul))*scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs *absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:0 */
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float lightleakfix = max(eyeBrightnessSmooth.y,0)/240.;
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if (isEyeInWater == 0){
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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float noise = blueNoise();
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mat2x3 vl = getVolumetricRays(noise,fragpos,blueNoise());
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float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
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gl_FragData[0] = clamp(vec4(vl[0],absorbance),0.000001,65000.);
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} else {
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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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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B);
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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float noise = R2_dither();
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vec3 vl = vec3(0.0);
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float estEyeDepth = clamp((14.0-eyeBrightnessSmooth.y/255.0*16.0)/14.0,0.,1.0);
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estEyeDepth *= estEyeDepth*estEyeDepth*34.0;
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#ifndef lightMapDepthEstimation
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estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);
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#endif
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waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, (ambientUp*8./150./3.*0.5) , lightCol.rgb*8./150./3.0*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)), dot(normalize(fragpos), normalize(sunVec) ));
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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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}
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