mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
649 lines
19 KiB
GLSL
649 lines
19 KiB
GLSL
#include "/lib/settings.glsl"
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#ifndef DH_AMBIENT_OCCLUSION
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#undef DISTANT_HORIZONS
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#endif
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flat varying vec3 WsunVec;
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flat varying vec2 TAA_Offset;
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#include "/lib/res_params.glsl"
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D colortex1;
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uniform sampler2D colortex3; // Noise
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uniform sampler2D colortex6; // Noise
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uniform sampler2D colortex7; // Noise
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uniform sampler2D colortex8; // Noise
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uniform sampler2D colortex14; // Noise
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uniform sampler2D colortex10; // Noise
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uniform sampler2D colortex12; // Noise
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uniform sampler2D colortex13; // Noise
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uniform sampler2D colortex15; // Noise
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uniform int isEyeInWater;
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uniform sampler2D shadow;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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uniform sampler2D shadowcolor0;
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uniform sampler2D shadowtex0;
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uniform sampler2D shadowtex1;
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#endif
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uniform sampler2D noisetex;
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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 float rainStrength;
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uniform int frameCounter;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform vec3 previousCameraPosition;
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uniform mat4 gbufferPreviousProjection;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform float viewWidth;
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uniform float aspectRatio;
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uniform float viewHeight;
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// uniform float far;
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uniform float near;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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#define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0)
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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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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
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{
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28+alpha * nbRot * 6.28;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*alpha;
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}
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vec2 tapLocation2(int sampleNumber, int nb, float jitter){
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28 + alpha * 84.0 * 6.28;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*sqrt(alpha);
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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float interleaved_gradientNoise_temporal(){
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vec2 coord = gl_FragCoord.xy;
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#ifdef TAA
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coord += (frameCounter*9)%40000;
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#endif
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return fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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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));
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return noise;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy ;
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#ifdef TAA
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coord += (frameCounter*2)%40000;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float blueNoise(){
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#ifdef TAA
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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#else
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
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#endif
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}
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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vec3 viewToWorld(vec3 viewPos) {
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vec4 pos;
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pos.xyz = viewPos;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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#include "/lib/Shadow_Params.glsl"
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const float PI = 3.141592653589793238462643383279502884197169;
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vec2 SpiralSample(
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int samples, int totalSamples, float rotation, float Xi
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){
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Xi = max(Xi,0.0015);
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float alpha = float(samples + Xi) * (1.0 / float(totalSamples));
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float theta = (2.0 *3.14159265359) * alpha * rotation;
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float r = sqrt(Xi);
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float x = r * sin(theta);
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float y = r * cos(theta);
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return vec2(x, y);
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}
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vec2 CleanSample(
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int samples, float totalSamples, float noise
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){
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// this will be used to make 1 full rotation of the spiral. the mulitplication is so it does nearly a single rotation, instead of going past where it started
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float variance = noise * 0.897;
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// for every sample input, it will have variance applied to it.
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float variedSamples = float(samples) + variance;
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// for every sample, the sample position must change its distance from the origin.
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// otherwise, you will just have a circle.
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float spiralShape = variedSamples / (totalSamples + variance);
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float shape = 2.26;
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float theta = variedSamples * (PI * shape);
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float x = cos(theta) * spiralShape;
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float y = sin(theta) * spiralShape;
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return vec2(x, y);
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}
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#include "/lib/DistantHorizons_projections.glsl"
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float DH_ld(float dist) {
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return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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}
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float DH_inv_ld (float lindepth){
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return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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}
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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}
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void convertHandDepth(inout float depth) {
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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depth = ndcDepth * 0.5 + 0.5;
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}
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float convertHandDepth_2(in float depth, bool hand) {
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if(!hand) return depth;
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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return ndcDepth * 0.5 + 0.5;
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}
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vec2 SSAO(
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vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
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){
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int samples = 7;
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float occlusion = 0.0;
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float sss = 0.0;
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vec3 normalizedNormals = normalize(normal);
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vec2 jitterOffsets = TAA_Offset*texelSize*0.5 * RENDER_SCALE - texelSize*0.5;
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// scale the offset radius down as distance increases.
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float linearViewDistance = length(viewPos);
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float distanceScale = hand ? 30.0 : mix(40.0, 10.0, pow(clamp(1.0 - linearViewDistance/50.0,0.0,1.0),2.0));
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float depthCancelation = (linearViewDistance*linearViewDistance) / distanceScale * 0.5;
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float leaf = leaves ? -0.5 : 0.0;
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int n = 0;
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for (int i = 0; i < samples; i++) {
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vec2 offsets = CleanSample(i, samples - 1, noise) / distanceScale;
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ivec2 offsetUV = ivec2(gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE);
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if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
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float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
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#ifdef DISTANT_HORIZONS
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float sampleDHDepth = texelFetch2D(dhDepthTex1, offsetUV, 0).x;
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vec3 offsetViewPos = toScreenSpace_DH((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth, sampleDHDepth);
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#else
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vec3 offsetViewPos = toScreenSpace(vec3((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth));
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#endif
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vec3 viewPosDiff = offsetViewPos - viewPos;
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float viewPosDiffSquared = dot(viewPosDiff, viewPosDiff);
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if (viewPosDiffSquared > 1e-5){
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if(viewPosDiffSquared < depthCancelation){
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float NdotV = clamp(dot(viewPosDiff*inversesqrt(viewPosDiffSquared), normalizedNormals),0.0,1.0);
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occlusion += NdotV * clamp(1.0-(viewPosDiffSquared/depthCancelation),0.0,1.0);
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}
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#ifdef Ambient_SSS
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sss += clamp(0.0 - dot(viewPosDiff, normalizedNormals),0.0,1.0) * exp(-10.0 * occlusion);
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#endif
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n += 1;
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}
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}
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}
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return max(1.0 - vec2(occlusion*AO_Strength, sss)/n, 0.0);
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}
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float ScreenSpace_SSS(
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vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
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){
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int samples = 7;
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float occlusion = 0.0;
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float sss = 0.0;
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vec3 normalizedNormals = normalize(normal);
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vec2 jitterOffsets = TAA_Offset*texelSize*0.5 * RENDER_SCALE - texelSize*0.5;
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// scale the offset radius down as distance increases.
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float linearViewDistance = length(viewPos);
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float distanceScale = hand ? 30.0 : mix(40.0, 10.0, pow(clamp(1.0 - linearViewDistance/50.0,0.0,1.0),2.0));
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float leaf = leaves ? -0.5 : 0.0;
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int n = 0;
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for (int i = 0; i < samples; i++) {
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vec2 offsets = CleanSample(i, samples - 1, noise) / distanceScale;
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ivec2 offsetUV = ivec2(gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE);
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if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
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float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
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#ifdef DISTANT_HORIZONS
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float sampleDHDepth = texelFetch2D(dhDepthTex1, offsetUV, 0).x;
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vec3 offsetViewPos = toScreenSpace_DH((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth, sampleDHDepth);
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#else
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vec3 offsetViewPos = toScreenSpace(vec3((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth));
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#endif
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vec3 viewPosDiff = offsetViewPos - viewPos;
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float viewPosDiffSquared = dot(viewPosDiff, viewPosDiff);
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if (viewPosDiffSquared > 1e-5){
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sss += clamp(leaf - dot(viewPosDiff, normalizedNormals),0.0,1.0);
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n += 1;
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}
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}
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}
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return max(1.0 - sss/n, 0.0);
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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// #include "/lib/indirect_lighting_effects.glsl"
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vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
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return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth, bool hand)
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{
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vec2 du = vec2(texelSize.x*2., 0.0);
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vec2 dv = vec2(0.0, texelSize.y*2.);
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vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
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vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
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vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
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vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
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vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
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if(hand){
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convertHandDepth(dtl.z);
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convertHandDepth(dtr.z);
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convertHandDepth(dmc.z);
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convertHandDepth(dbl.z);
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convertHandDepth(dbr.z);
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}
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z ? dtr : dmin;
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dmin = dmin.z > dtl.z ? dtl : dmin;
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dmin = dmin.z > dbl.z ? dbl : dmin;
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dmin = dmin.z > dbr.z ? dbr : dmin;
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#ifdef TAA_UPSCALING
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dmin.xy = dmin.xy/RENDER_SCALE;
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#endif
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return dmin;
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}
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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float sampleDepth(sampler2D depthTex, vec2 texcoord, bool hand){
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// return texture2D(depthTex, texcoord).r;
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return convertHandDepth_2(texture2D(depthTex, texcoord).r, hand);
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}
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flat varying vec3 zMults;
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vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
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ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
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ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
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ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
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ivec2 getRadius[5] = ivec2[](
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ivec2(-1,-1),
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ivec2( 1, 1),
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ivec2(-1, 1),
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ivec2( 1,-1),
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ivec2( 0, 0)
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);
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#ifdef DISTANT_HORIZONS
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float diffThreshold = 0.01;
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#else
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float diffThreshold = zMults.x;
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#endif
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vec4 RESULT = vec4(0.0);
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float SUM = 0.0;
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for (int i = 0; i < 4; i++) {
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ivec2 radius = getRadius[i];
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#ifdef DISTANT_HORIZONS
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float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
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#else
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float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
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#endif
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float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
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RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
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SUM += EDGES;
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}
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return RESULT / SUM;
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}
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#include "/lib/sky_gradient.glsl"
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/* RENDERTARGETS:3,14,12,10*/
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void main() {
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float noise = R2_dither();
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texture2D(depthtex1,texcoord).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
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float swappedDepth = z >= 1.0 ? DH_depth1 : z;
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#else
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float DH_depth1 = 1.0;
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float swappedDepth = z;
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#endif
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vec4 SHADOWDATA = vec4(0.0);
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vec4 data = texelFetch2D(colortex1,ivec2(gl_FragCoord.xy),0);
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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vec3 normal = mat3(gbufferModelViewInverse) * clamp(worldToView( decode(dataUnpacked0.yw) ),-1.,1.);
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vec2 lightmap = dataUnpacked1.yz;
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gl_FragData[1] = vec4(0.0,0.0,0.0, texture2D(colortex14,floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize).a);
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// bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
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bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01;
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// bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
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// bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
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bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
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if(hand){
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convertHandDepth(z);
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}
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vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z, DH_depth1);
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#if defined DENOISE_SSS_AND_SSAO && indirect_effect == 1
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float depth = z;
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#ifdef DISTANT_HORIZONS
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float _near = near;
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float _far = far*4.0;
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if (depth >= 1.0) {
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depth = DH_depth1;
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_near = dhNearPlane;
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_far = dhFarPlane;
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}
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depth = linearizeDepthFast(depth, _near, _far);
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depth = depth / dhFarPlane;
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#endif
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if(depth < 1.0)
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gl_FragData[2] = vec4(vec3(0.0), depth * depth * 65000.0);
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else
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gl_FragData[2] = vec4(vec3(0.0), 65000.0);
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vec3 FlatNormals = normalize(texture2D(colortex15,texcoord).rgb * 2.0 - 1.0);
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if(z >= 1.0) FlatNormals = normal;
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vec2 SSAO_SSS = SSAO(viewPos, worldToView(FlatNormals), hand, isLeaf, noise);
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if(swappedDepth >= 1.0) SSAO_SSS = vec2(1.0,0.0);
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gl_FragData[1].xy = SSAO_SSS;
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#else
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vec2 SSAO_SSS = vec2(1.0,0.0);
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#endif
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/*------------- VOLUMETRICS BEHIND TRANSLUCENTS PASS-THROUGH -------------*/
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// colortex10 is the history buffer used in reprojection of volumetrics, i can just hijack that.
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gl_FragData[3] = texture2D(colortex10, texcoord);
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// if(texture2D(colortex7,texcoord).a > 0.0) {
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// vec4 VL = BilateralUpscale_VLFOG(colortex13, depthtex1, gl_FragCoord.xy - 1.5, ld(z));
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// // gl_FragData[3].rgb += VL.rgb * gl_FragData[3].a;
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// // gl_FragData[3].a *= VL.a;
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// }
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#ifdef OVERWORLD_SHADER
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float SpecularTex = texture2D(colortex8,texcoord).z;
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float LabSSS = clamp((-64.0 + SpecularTex * 255.0) / 191.0 ,0.0,1.0);
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float NdotL = clamp(dot(normal,WsunVec),0.0,1.0);
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float vanillAO = clamp(texture2D(colortex15,texcoord).a,0.0,1.0) ;
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float minshadowfilt = Min_Shadow_Filter_Radius;
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float maxshadowfilt = Max_Shadow_Filter_Radius;
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if(lightmap.y < 0.1) maxshadowfilt = min(maxshadowfilt, minshadowfilt);
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#ifdef BASIC_SHADOW_FILTER
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if (LabSSS > 0.0 && NdotL < 0.001){
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minshadowfilt = 50;
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// maxshadowfilt = 50;
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}
|
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#endif
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if (z < 1.0){
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gl_FragData[0] = vec4(minshadowfilt, 0.1, 0.0, 0.0);
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|
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#ifdef Variable_Penumbra_Shadows
|
|
if (LabSSS > -1) {
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
|
vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
|
|
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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|
|
//apply distortion
|
|
#ifdef DISTORT_SHADOWMAP
|
|
float distortFactor = calcDistort(projectedShadowPosition.xy);
|
|
projectedShadowPosition.xy *= distortFactor;
|
|
#else
|
|
float distortFactor = 1.0;
|
|
#endif
|
|
|
|
//do shadows only if on shadow map
|
|
// if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0 || length(feetPlayerPos) < far){
|
|
const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
|
|
float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
|
|
float diffthresh = distortThresh/6000.0*threshMul;
|
|
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
|
|
|
|
float mult = maxshadowfilt;
|
|
float avgBlockerDepth = 0.0;
|
|
vec2 scales = vec2(0.0, Max_Filter_Depth);
|
|
float blockerCount = 0.0;
|
|
float rdMul = distortFactor*(1.0+mult)*d0*k/shadowMapResolution;
|
|
float diffthreshM = diffthresh*mult*d0*k/20.;
|
|
float avgDepth = 0.0;
|
|
|
|
for(int i = 0; i < VPS_Search_Samples; i++){
|
|
|
|
// vec2 offsetS = SpiralSample(i, 7, 8, noise) * 0.5;
|
|
vec2 offsetS = CleanSample(i, VPS_Search_Samples - 1, noise) * 0.5;
|
|
|
|
float weight = 3.0 + (i+noise) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7;
|
|
|
|
float d = texelFetch2D(shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
|
|
float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
|
|
|
|
blockerCount += b;
|
|
|
|
#ifdef DISTANT_HORIZONS_SHADOWMAP
|
|
avgDepth += max(projectedShadowPosition.z - d, 0.0)*10000.0;
|
|
#else
|
|
avgDepth += max(projectedShadowPosition.z - d, 0.0)*1000.0;
|
|
#endif
|
|
|
|
avgBlockerDepth += d * b;
|
|
}
|
|
|
|
gl_FragData[0].g = avgDepth / VPS_Search_Samples;
|
|
gl_FragData[0].b = blockerCount / VPS_Search_Samples;
|
|
|
|
if (blockerCount >= 0.9){
|
|
avgBlockerDepth /= blockerCount;
|
|
float ssample = max(projectedShadowPosition.z - avgBlockerDepth,0.0)*1500.0;
|
|
gl_FragData[0].r = clamp(ssample, scales.x, scales.y)/(scales.y)*(mult-minshadowfilt)+minshadowfilt;
|
|
}
|
|
// }
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
} |