mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-05 17:13:28 +08:00
142 lines
4.4 KiB
GLSL
142 lines
4.4 KiB
GLSL
#version 120
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//Volumetric fog rendering
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//#extension GL_EXT_gpu_shader4 : disable
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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 vec2 TAA_Offset;
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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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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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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 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/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/end_fog.glsl"
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float interleaved_gradientNoise(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+tempOffsets);
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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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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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int spCount = rayMarchSampleCount;
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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,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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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);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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vec3 progressW = start.xyz+cameraPosition+dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 Indirectlight = ambientMul*ambient;
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vec3 light = Indirectlight * 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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varying vec2 texcoord;
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void main() {
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/* DRAWBUFFERS:0 */
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vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 fragpos = toScreenSpace(vec3(tc,z));
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if (isEyeInWater == 0){
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vec3 fragpos_ALT = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
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float noise = blueNoise();
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mat2x3 vl = getVolumetricRays(noise,fragpos, interleaved_gradientNoise());
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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) / 3.14;
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vec3 fragpos0 = toScreenSpace(vec3(texcoord - TAA_Offset*texelSize*0.5,z));
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vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
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gl_FragData[0].a = 1;
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waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, 1 , 1, 1, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
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}
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}
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