mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-05 17:13:28 +08:00
1180 lines
40 KiB
GLSL
1180 lines
40 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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const bool colortex5MipmapEnabled = true;
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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uniform sampler2D colortex14;
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#if Sun_specular_Strength != 0
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#define LIGHTSOURCE_REFLECTION
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#endif
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#include "/lib/lightning_stuff.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform float nightVision;
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uniform sampler2D colortex4;
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const bool colortex4MipmapEnabled = true;
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uniform vec3 lightningEffect;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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#ifdef END_SHADER
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uniform float nightVision;
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uniform sampler2D colortex4;
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uniform vec3 lightningEffect;
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flat varying float Flashing;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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uniform float nightVision;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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uniform sampler2D noisetex; //noise
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uniform sampler2D depthtex1; //depth
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uniform sampler2D depthtex0; //depth
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uniform sampler2D colortex0; //clouds
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uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex2; //translucents(rgba)
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uniform sampler2D colortex3; //filtered shadowmap(VPS)
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// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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uniform sampler2D colortex5; //TAA buffer/previous frame
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uniform sampler2D colortex6; //Noise
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uniform sampler2D colortex7; //water?
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uniform sampler2D colortex8; //Specular
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uniform sampler2D colortex9; //Specular
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uniform sampler2D colortex10;
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uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
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uniform mat4 shadowModelView;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowProjection;
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uniform mat4 shadowProjectionInverse;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferPreviousProjection;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 cameraPosition;
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uniform vec3 previousCameraPosition;
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// uniform float far;
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uniform float near;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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uniform float aspectRatio;
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uniform float eyeAltitude;
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flat varying vec2 TAA_Offset;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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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 feetPlayerPos = p * 2. - 1.;
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vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
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return viewPos.xyz / viewPos.w;
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}
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#include "/lib/color_transforms.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/Shadows.glsl"
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#include "/lib/stars.glsl"
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#ifdef OVERWORLD_SHADER
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#include "/lib/volumetricClouds.glsl"
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#endif
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#include "/lib/diffuse_lighting.glsl"
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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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#include "/lib/end_fog.glsl"
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#include "/lib/specular.glsl"
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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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float lengthVec (vec3 vec){
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return sqrt(dot(vec,vec));
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}
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float triangularize(float dither)
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{
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float center = dither*2.0-1.0;
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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vec3 exponent = floor(log2(color));
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return color + dither*exp2(-mantissaBits)*exp2(exponent);
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}
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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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 linZ(float depth) {
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// return (2.0 * near) / (far + near - depth * (far - near));
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// // l = (2*n)/(f+n-d(f-n))
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// // f+n-d(f-n) = 2n/l
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// // -d(f-n) = ((2n/l)-f-n)
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// // d = -((2n/l)-f-n)/(f-n)
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// }
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// float invLinZ (float lindepth){
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// return -((2.0*near/lindepth)-far-near)/(far-near);
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// }
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// vec3 toClipSpace3(vec3 viewSpacePosition) {
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// return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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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 alpha0 = sampleNumber/nb;
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28 + alpha * 4.0 * 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 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,float maxZ){
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vec4 sampled = vec4(texelFetch2D(tex,ivec2(coord),0).rgb,1.0);
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return vec3(sampled.x,sampled.yz/sampled.w);
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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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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// vec2 R2_dither(){
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// vec2 alpha = vec2(0.75487765, 0.56984026);
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// return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter), fract((1.0-alpha.x) * gl_FragCoord.x + (1.0-alpha.y) * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter));
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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*0.5+0.5) );
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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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vec3 toShadowSpaceProjected(vec3 feetPlayerPos){
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feetPlayerPos = mat3(gbufferModelViewInverse) * feetPlayerPos + gbufferModelViewInverse[3].xyz;
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feetPlayerPos = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
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feetPlayerPos = diagonal3(shadowProjection) * feetPlayerPos + shadowProjection[3].xyz;
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return feetPlayerPos;
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}
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vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot,float r0)
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{
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float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
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float angle = alpha * (nbRot * 6.28) + spinAngle*6.28;
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float ssR = alpha;
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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)*ssR;
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}
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vec2 tapLocation_simple(
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int samples, int totalSamples, float rotation, float rng
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){
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const float PI = 3.141592653589793238462643383279502884197169;
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float alpha = float(samples + rng) * (1.0 / float(totalSamples));
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float angle = alpha * (rotation * PI);
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float sin_v = sin(angle);
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float 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 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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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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void waterVolumetrics_notoverworld(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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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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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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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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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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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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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs);
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vec3 light = (ambientMul*ambient) * 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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#ifdef OVERWORLD_SHADER
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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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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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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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// float phase = (phaseg(VdotL,0.5) + phaseg(VdotL,0.8)) ;
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float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
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// float phase = phaseg(VdotL, 0.7);
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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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//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 VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
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#endif
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vec3 sunMul = exp(-max(estSunDepth * d,0.0) * waterCoefs) * 5.0;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 Directlight = (lightSource * phase * sunMul) * sh;
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vec3 Indirectlight = ambientMul*ambient;
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vec3 light = (Directlight + 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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#endif
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void Emission(
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inout vec3 Lighting,
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vec3 Albedo,
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float Emission
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){
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// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
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}
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// float rayTraceShadow(vec3 dir,vec3 position,float dither){
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// const float quality = 16.;
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// vec3 clipPosition = toClipSpace3(position);
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// //prevents the ray from going behind the camera
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// float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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// (-near -position.z) / dir.z : far*sqrt(3.) ;
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// vec3 direction = toClipSpace3(position+dir*rayLength)-clipPosition; //convert to clip space
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// direction.xyz = direction.xyz/max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y); //fixed step size
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// vec3 stepv = direction * 3.0 * clamp(MC_RENDER_QUALITY,1.,2.0);
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// vec3 spos = clipPosition;
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// spos += stepv*dither ;
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// for (int i = 0; i < int(quality); i++) {
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// spos += stepv;
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// float sp = texture2D(depthtex1,spos.xy).x;
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// if( sp < spos.z) {
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// float dist = abs(linZ(sp)-linZ(spos.z))/linZ(spos.z);
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// if (dist < 0.015 ) return i / quality;
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// }
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// }
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// return 1.0;
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// }
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|
|
|
|
|
void SSRT_Shadows(vec3 viewPos, vec3 lightDir, float noise, bool isSSS, bool inshadowmap, inout float Shadow, inout float SSS){
|
|
float steps = 16.0;
|
|
vec3 clipPosition = toClipSpace3(viewPos);
|
|
|
|
//prevents the ray from going behind the camera
|
|
float rayLength = ((viewPos.z + lightDir.z * far*sqrt(3.)) > -near) ?
|
|
(-near -viewPos.z) / lightDir.z : far*sqrt(3.);
|
|
|
|
vec3 direction = toClipSpace3(viewPos + lightDir*rayLength) - clipPosition; //convert to clip space
|
|
direction.xyz = direction.xyz / max(abs(direction.x)/texelSize.x, abs(direction.y)/texelSize.y); //fixed step size
|
|
|
|
vec3 rayDir = direction * (isSSS ? 1.5 : 3.0) * vec3(RENDER_SCALE,1.0);
|
|
|
|
vec3 screenPos = clipPosition*vec3(RENDER_SCALE,1.0) + rayDir*noise;
|
|
|
|
if(isSSS) screenPos -= rayDir*0.9;
|
|
|
|
float shadowgradient = 0;
|
|
for (int i = 0; i < int(steps); i++) {
|
|
|
|
screenPos += rayDir;
|
|
|
|
float shadowGradient = i/steps;
|
|
|
|
float samplePos = texture2D(depthtex1, screenPos.xy).x;
|
|
if(samplePos <= screenPos.z) {
|
|
vec2 linearZ = vec2(linZ(screenPos.z), linZ(samplePos));
|
|
float calcthreshold = abs(linearZ.x - linearZ.y) / linearZ.x;
|
|
|
|
bool depthThreshold1 = calcthreshold < 0.015;
|
|
bool depthThreshold2 = calcthreshold < 0.05;
|
|
|
|
// if (depthThreshold1) Shadow = inshadowmap ? shadowGradient : 0.0;
|
|
if (depthThreshold1) Shadow = 0.0;
|
|
|
|
if (depthThreshold2) SSS = shadowGradient;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// void SSRT_SkySSS(vec3 viewPos, vec3 lightDir, float noise, inout float SSS, bool isgrass){
|
|
// float steps = 16;
|
|
// vec3 clipPosition = toClipSpace3(viewPos);
|
|
|
|
// //prevents the ray from going behind the camera
|
|
// float rayLength = ((viewPos.z + lightDir.z * far*sqrt(3.)) > -near) ?
|
|
// (-near -viewPos.z) / lightDir.z : far*sqrt(3.);
|
|
|
|
// vec3 direction = toClipSpace3(viewPos + lightDir*rayLength) - clipPosition; //convert to clip space
|
|
// direction.xyz = direction.xyz / max(abs(direction.x)/texelSize.x, abs(direction.y)/texelSize.y); //fixed step size
|
|
|
|
// float dist = 1.0 + clamp(viewPos.z*viewPos.z/50.0,0,1); // shrink sample size as distance increases
|
|
// vec3 rayDir = direction / dist;
|
|
|
|
// vec3 screenPos = clipPosition + rayDir*noise;
|
|
|
|
// float dist3 = clamp(1-exp( viewPos.z*viewPos.z / -50),0,1);
|
|
|
|
|
|
// float depththing = isgrass ? 1 : 0.05;
|
|
|
|
// for (int i = 0; i < int(steps); i++) {
|
|
// screenPos += rayDir*3;
|
|
|
|
// float shadowgradient = clamp(i/steps,0.0,1.0);
|
|
|
|
// float samplePos = texture2D(depthtex1, screenPos.xy).x;
|
|
|
|
// if(samplePos <= screenPos.z) {
|
|
// vec2 linearZ = vec2(linZ(screenPos.z), linZ(samplePos));
|
|
// float calcthreshold = abs(linearZ.x - linearZ.y) / linearZ.x;
|
|
|
|
// bool depthThreshold = calcthreshold < depththing;
|
|
|
|
|
|
// if(depthThreshold) SSS = shadowgradient;
|
|
// }
|
|
// }
|
|
// }
|
|
#ifdef END_SHADER
|
|
float GetShading( vec3 WorldPos, vec3 LightPos, vec3 Normal){
|
|
|
|
float NdotL = clamp(dot(Normal, normalize(-LightPos)),0.0,1.0);
|
|
float FogShadow = GetCloudShadow(WorldPos, LightPos);
|
|
|
|
return EndLightMie(LightPos) * NdotL * FogShadow;
|
|
}
|
|
#endif
|
|
|
|
float CustomPhase(float LightPos){
|
|
|
|
float PhaseCurve = 1.0 - LightPos;
|
|
float Final = exp2(sqrt(PhaseCurve) * -25.0);
|
|
Final += exp(PhaseCurve * -10.0)*0.5;
|
|
|
|
return Final;
|
|
}
|
|
|
|
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos, bool inShadowmapBounds){
|
|
|
|
float labcurve = pow(Density, LabSSS_Curve);
|
|
|
|
float density = 15 - labcurve*10;
|
|
|
|
vec3 absorbed = max(1.0 - albedo,0.0);
|
|
|
|
vec3 scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
|
|
|
|
scatter *= labcurve;
|
|
|
|
// PHASE TIME
|
|
// scatter *= 0.5 + CustomPhase(lightPos) * 13.0; // ~20x brighter at the peak
|
|
// scatter *= 1.0 + CustomPhase(lightPos) * 12.6; // ~20x brighter at the peak
|
|
|
|
// scatter *= 0.5 + CustomPhase(lightPos)*6.35; // ~10x brighter at the peak
|
|
scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
|
|
|
|
return scatter;
|
|
|
|
}
|
|
vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
|
|
|
|
|
|
vec3 absorbed = max(1.0 - albedo,0.0);
|
|
// vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15))) * (1.0 - Scattering);
|
|
// vec3 scatter = exp(-5 * Scattering)*vec3(1);
|
|
|
|
vec3 scatter = exp((Scattering*Scattering) * absorbed * -5) * sqrt(1.0 - Scattering);
|
|
|
|
// scatter *= pow(Density,LabSSS_Curve);
|
|
scatter *= clamp(1 - exp(Density * -10),0,1);
|
|
|
|
|
|
return scatter ;
|
|
}
|
|
// #ifdef IS_IRIS
|
|
// uniform vec4 lightningBoltPosition;
|
|
// float Iris_Lightningflash(vec3 feetPlayerPos, vec3 lightningBoltPos, vec3 WorldSpace_normal, inout float Phase){
|
|
|
|
// vec3 LightningPos = feetPlayerPos - vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y+16, lightningBoltPosition.y+116.0),lightningBoltPosition.z);
|
|
|
|
// // point light, max distance is ~500 blocks (the maximim entity render distance)
|
|
// float lightDistance = 300.0 ;
|
|
// float lightningLight = max(1.0 - length(LightningPos) / lightDistance, 0.0);
|
|
|
|
// // the light above ^^^ is a linear curve. me no likey. here's an exponential one instead.
|
|
// lightningLight = exp((1.0 - lightningLight) * -10.0);
|
|
|
|
// // a phase for subsurface scattering.
|
|
// vec3 PhasePos = normalize(feetPlayerPos) + vec3(lightningBoltPosition.x, lightningBoltPosition.y + 60, lightningBoltPosition.z);
|
|
// float PhaseOrigin = 1.0 - clamp(dot(normalize(feetPlayerPos), normalize(PhasePos)),0.0,1.0);
|
|
// Phase = exp(sqrt(PhaseOrigin) * -2.0) * 5.0 * lightningLight;
|
|
|
|
// // good old NdotL. only normals facing towards the lightning bolt origin rise to 1.0
|
|
// float NdotL = clamp(dot(LightningPos, -WorldSpace_normal), 0.0, 1.0);
|
|
|
|
// return lightningLight * NdotL;
|
|
// }
|
|
// #endif
|
|
|
|
|
|
#include "/lib/indirect_lighting_effects.glsl"
|
|
#include "/lib/PhotonGTAO.glsl"
|
|
|
|
void main() {
|
|
|
|
////// --------------- SETUP STUFF --------------- //////
|
|
vec2 texcoord = gl_FragCoord.xy*texelSize;
|
|
|
|
float z0 = texture2D(depthtex0,texcoord).x;
|
|
float z = texture2D(depthtex1,texcoord).x;
|
|
|
|
vec2 bnoise = blueNoise(gl_FragCoord.xy).rg;
|
|
int seed = (frameCounter%40000) + frameCounter*2;
|
|
float noise = fract(R2_samples(seed).y + bnoise.y);
|
|
float noise_2 = blueNoise();
|
|
|
|
vec2 tempOffset = TAA_Offset;
|
|
vec3 viewPos = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5,z));
|
|
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
|
|
vec3 feetPlayerPos_normalized = normVec(feetPlayerPos);
|
|
|
|
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
|
|
|
|
vec4 data = texture2D(colortex1,texcoord);
|
|
|
|
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); // albedo, masks
|
|
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); // normals, lightmaps
|
|
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
|
|
|
|
vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
|
|
vec3 normal = decode(dataUnpacked0.yw);
|
|
vec2 lightmap = dataUnpacked1.yz;
|
|
|
|
#ifndef OVERWORLD_SHADER
|
|
lightmap.y = 1.0;
|
|
#endif
|
|
|
|
////// --------------- UNPACK MISC --------------- //////
|
|
|
|
vec4 SpecularTex = texture2D(colortex8,texcoord);
|
|
float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
|
|
|
|
vec4 normalAndAO = texture2D(colortex15,texcoord);
|
|
vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
|
|
vec3 slopednormal = normal;
|
|
|
|
#ifdef POM
|
|
#ifdef Horrible_slope_normals
|
|
vec3 ApproximatedFlatNormal = normalize(cross(dFdx(feetPlayerPos), dFdy(feetPlayerPos))); // it uses depth that has POM written to it.
|
|
slopednormal = normalize(clamp(normal, ApproximatedFlatNormal*2.0 - 1.0, ApproximatedFlatNormal*2.0 + 1.0) );
|
|
#endif
|
|
#endif
|
|
|
|
float vanilla_AO = clamp(normalAndAO.a,0,1);
|
|
normalAndAO.a = clamp(pow(normalAndAO.a*5,4),0,1);
|
|
|
|
////// --------------- MASKS/BOOLEANS --------------- //////
|
|
|
|
bool iswater = texture2D(colortex7,texcoord).a > 0.99;
|
|
bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
|
|
bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01;
|
|
bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
|
|
// bool isBoss = abs(dataUnpacked1.w-0.60) < 0.01;
|
|
bool isGrass = abs(dataUnpacked1.w-0.60) < 0.01;
|
|
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
|
|
// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
|
|
|
|
|
|
////// --------------- COLORS --------------- //////
|
|
|
|
float dirtAmount = Dirt_Amount;
|
|
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
|
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
|
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
|
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
|
|
|
vec3 Indirect_lighting = vec3(1.0);
|
|
vec3 AmbientLightColor = vec3(0.0);
|
|
vec3 Indirect_SSS = vec3(0.0);
|
|
|
|
vec3 ambientCoefs = slopednormal/dot(abs(slopednormal),vec3(1.));
|
|
|
|
vec3 Direct_lighting = vec3(0.0);
|
|
vec3 DirectLightColor = vec3(0.0);
|
|
vec3 Direct_SSS = vec3(0.0);
|
|
float cloudShadow = 1.0;
|
|
float Shadows = 1.0;
|
|
float NdotL = 1.0;
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
#ifndef ambientLight_only
|
|
DirectLightColor = lightCol.rgb/80.0;
|
|
#endif
|
|
|
|
#ifdef PER_BIOME_ENVIRONMENT
|
|
BiomeSunlightColor(DirectLightColor);
|
|
#endif
|
|
|
|
AmbientLightColor = averageSkyCol_Clouds;
|
|
|
|
vec3 filteredShadow = vec3(1.412,1.0,0.0);
|
|
if (!hand) filteredShadow = texture2D(colortex3,texcoord).rgb;
|
|
float ShadowBlockerDepth = filteredShadow.y;
|
|
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
|
|
bool inShadowmapBounds = false;
|
|
#endif
|
|
///////////////////////////// start drawin :D
|
|
|
|
if (z >= 1.0) {
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
vec3 Background = vec3(0.0);
|
|
|
|
vec3 orbitstar = vec3(feetPlayerPos_normalized.x,abs(feetPlayerPos_normalized.y),feetPlayerPos_normalized.z); orbitstar.x -= WsunVec.x*0.2;
|
|
Background += stars(orbitstar) * 10.0;
|
|
|
|
|
|
#if RESOURCEPACK_SKY == 2
|
|
Background += toLinear(texture2D(colortex10, texcoord).rgb * (255.0 * 2.0));
|
|
#else
|
|
#if RESOURCEPACK_SKY == 1
|
|
Background += toLinear(texture2D(colortex10, texcoord).rgb * (255.0 * 2.0));
|
|
#endif
|
|
Background += drawSun(dot(lightCol.a * WsunVec, feetPlayerPos_normalized),0, DirectLightColor,vec3(0.0));
|
|
Background += drawMoon(feetPlayerPos_normalized, lightCol.a * WsunVec, DirectLightColor*20, Background);
|
|
#endif
|
|
|
|
|
|
Background *= clamp( (feetPlayerPos_normalized.y+ 0.02)*5.0 + (eyeAltitude - 319)/800000 ,0.0,1.0);
|
|
|
|
vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/30.0;
|
|
Background += Sky;
|
|
|
|
#ifdef VOLUMETRIC_CLOUDS
|
|
vec4 Clouds = texture2D_bicubic(colortex0, texcoord*CLOUDS_QUALITY);
|
|
Background = Background * Clouds.a + Clouds.rgb;
|
|
#endif
|
|
|
|
gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
|
|
#endif
|
|
|
|
#if defined NETHER_SHADER || defined END_SHADER
|
|
gl_FragData[0].rgb = vec3(0);
|
|
#endif
|
|
|
|
#ifdef FALLBACK_SHADER
|
|
vec3 Background = vec3(0.5,0.3,1.0)*0.025;
|
|
Background += vec3(0.8,1.0,0.5) * 0.5 * pow(normalize(-feetPlayerPos_normalized).y*0.5+0.5,3.0);
|
|
|
|
Background += stars(feetPlayerPos_normalized) * 100.0 * pow(normalize(feetPlayerPos_normalized).y*0.5+0.5,3.0);
|
|
gl_FragData[0].rgb = clamp(Background, 0.0, 65000.);
|
|
|
|
#endif
|
|
|
|
} else {
|
|
|
|
feetPlayerPos += gbufferModelViewInverse[3].xyz;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////// MAJOR LIGHTSOURCE STUFF ////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
float LightningPhase = 0.0;
|
|
vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);
|
|
#endif
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
|
|
NdotL = clamp((-15 + dot(slopednormal, WsunVec)*255.0) / 240.0 ,0.0,1.0);
|
|
|
|
float shadowNDOTL = NdotL;
|
|
#ifndef Variable_Penumbra_Shadows
|
|
shadowNDOTL += LabSSS;
|
|
#endif
|
|
|
|
vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
|
|
|
if(!hand) GriAndEminShadowFix(feetPlayerPos_shadow, viewToWorld(FlatNormals), vanilla_AO, lightmap.y, entities);
|
|
|
|
// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
|
|
// vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos_shadow + Custom_ViewMatrix[3].xyz;
|
|
|
|
vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz;
|
|
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
|
|
|
|
//apply distortion
|
|
float distortFactor = calcDistort(projectedShadowPosition.xy);
|
|
projectedShadowPosition.xy *= distortFactor;
|
|
|
|
bool ShadowBounds = false;
|
|
if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(feetPlayerPos_shadow) < max(shadowDistance - 20,0.0);
|
|
|
|
if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0;
|
|
|
|
//do shadows only if on shadow map
|
|
if(ShadowBounds){
|
|
if (shadowNDOTL >= -0.001){
|
|
Shadows = 0.0;
|
|
int samples = SHADOW_FILTER_SAMPLE_COUNT;
|
|
float smallbias = 0;
|
|
|
|
if(hand){
|
|
samples = 1;
|
|
smallbias = -0.0005;
|
|
noise = 0.5;
|
|
}
|
|
|
|
|
|
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
|
|
|
|
#ifdef BASIC_SHADOW_FILTER
|
|
#ifndef Variable_Penumbra_Shadows
|
|
if(LabSSS > 0) smallbias = -0.0002;
|
|
#endif
|
|
float rdMul = filteredShadow.x*distortFactor*d0*k/shadowMapResolution;
|
|
|
|
|
|
for(int i = 0; i < samples; i++){
|
|
// vec2 offsetS = SpiralSample(i, 7, 8, noise)*0.5;
|
|
vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
|
|
|
|
float isShadow = shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, smallbias) ).x;
|
|
Shadows += isShadow/samples;
|
|
}
|
|
#else
|
|
Shadows = shadow2D(shadow, projectedShadowPosition + vec3(0.0,0.0, smallbias)).x;
|
|
#endif
|
|
}
|
|
inShadowmapBounds = true;
|
|
}
|
|
|
|
float lightmapAsShadows = 1.0;
|
|
if(!inShadowmapBounds && !iswater){
|
|
lightmapAsShadows = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
|
|
|
|
Shadows = lightmapAsShadows;
|
|
}
|
|
|
|
#ifdef OLD_LIGHTLEAK_FIX
|
|
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
|
|
#endif
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// SUN SSS ////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#if SSS_TYPE != 0
|
|
#ifndef Variable_Penumbra_Shadows
|
|
if(LabSSS > 0 ) {
|
|
ShadowBlockerDepth = pow(1.0 - Shadows,2);
|
|
}
|
|
#endif
|
|
|
|
if (!inShadowmapBounds) ShadowBlockerDepth = 0.0;
|
|
|
|
float sunSSS_density = LabSSS;
|
|
|
|
#ifndef RENDER_ENTITY_SHADOWS
|
|
if(entities) sunSSS_density = 0.0;
|
|
#endif
|
|
|
|
if (!hand){
|
|
#ifdef SCREENSPACE_CONTACT_SHADOWS
|
|
|
|
float SS_shadow = 1.0; float SS_shadowSSS = 0.0;
|
|
SSRT_Shadows(toScreenSpace(vec3(texcoord/RENDER_SCALE, z)), normalize(WsunVec*mat3(gbufferModelViewInverse)), interleaved_gradientNoise(), !inShadowmapBounds && LabSSS > 0.0, inShadowmapBounds, SS_shadow, SS_shadowSSS);
|
|
|
|
Shadows = min(Shadows, SS_shadow);
|
|
|
|
if (!inShadowmapBounds) ShadowBlockerDepth = max(ShadowBlockerDepth, SS_shadowSSS);
|
|
#else
|
|
|
|
if (!inShadowmapBounds) Direct_SSS = vec3(0.0);
|
|
|
|
#endif
|
|
|
|
Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), inShadowmapBounds) ;
|
|
}
|
|
|
|
if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
|
|
|
|
if (!inShadowmapBounds){
|
|
Direct_SSS *= lightmapAsShadows;
|
|
Direct_SSS *= 1.0-NdotL;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
// #if SSS_TYPE != 0
|
|
// Direct_SSS *= 1.0-clamp(NdotL*Shadows,0,1);
|
|
// #endif
|
|
|
|
#ifdef CLOUDS_SHADOWS
|
|
cloudShadow = GetCloudShadow(feetPlayerPos);
|
|
Shadows *= cloudShadow;
|
|
Direct_SSS *= cloudShadow;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef END_SHADER
|
|
vec3 LightPos1 = vec3(0); vec3 LightPos2 = vec3(0);
|
|
LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition, LightPos1, LightPos2);
|
|
|
|
vec3 LightCol1 = vec3(0); vec3 LightCol2 = vec3(0);
|
|
LightSourceColors(LightCol1, LightCol2);
|
|
// LightCol1 *= Flashing;
|
|
LightCol2 *= Flashing;
|
|
|
|
Direct_lighting += LightCol1 * GetShading(feetPlayerPos+cameraPosition, LightPos1, slopednormal) ;
|
|
|
|
#if lightsourceCount == 2
|
|
Direct_lighting += LightCol2 * GetShading(feetPlayerPos+cameraPosition, LightPos2, slopednormal);
|
|
#endif
|
|
|
|
// float RT_Shadows = rayTraceShadow(worldToView(normalize(-LightPos)), viewPos, noise);
|
|
// if(!hand) Direct_lighting *= RT_Shadows*RT_Shadows;
|
|
#endif
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////// INDIRECT LIGHTING /////////////////////////////
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
|
|
vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1));
|
|
|
|
float SkylightDir = ambientcoefs.y*1.5;
|
|
if(isGrass) SkylightDir = 1.25;
|
|
|
|
float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25) ;
|
|
|
|
// #if indirect_effect == 2
|
|
// skylight = 1.0;
|
|
// #endif
|
|
|
|
#if indirect_effect != 3 || indirect_effect != 4
|
|
Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
|
|
#endif
|
|
|
|
|
|
Indirect_lighting += LightningFlashLighting;
|
|
#endif
|
|
|
|
#ifdef NETHER_SHADER
|
|
AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10;
|
|
|
|
vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10;
|
|
vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 10;
|
|
|
|
up *= pow( max( slopednormal.y, 0), 2);
|
|
down *= pow( max(-slopednormal.y, 0), 2);
|
|
AmbientLightColor += up + down;
|
|
|
|
Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized, feetPlayerPos );
|
|
#endif
|
|
|
|
#ifdef END_SHADER
|
|
Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos_normalized);
|
|
#endif
|
|
|
|
#ifdef FALLBACK_SHADER
|
|
Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, feetPlayerPos);
|
|
// if(hand) Indirect_lighting = vec3(TORCH_R,TORCH_G,TORCH_B) * 0.3;
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
#ifdef OVERWORLD_SHADER
|
|
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
|
|
|
|
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
|
float Vdiff = distance(viewPos, viewPos0);
|
|
float VdotU = feetPlayerPos_normalized.y;
|
|
float estimatedDepth = Vdiff * abs(VdotU); //assuming water plane
|
|
estimatedDepth = estimatedDepth;
|
|
// make it such that the estimated depth flips to be correct when entering water.
|
|
|
|
if (isEyeInWater == 1) estimatedDepth = (1.0-lightmap.y)*16.0;
|
|
|
|
float estimatedSunDepth = Vdiff; //assuming water plane
|
|
vec3 Absorbtion = exp2(-totEpsilon*estimatedDepth);
|
|
|
|
// caustics...
|
|
float Direct_caustics = waterCaustics(feetPlayerPos + cameraPosition, WsunVec) * cloudShadow;
|
|
// float Ambient_Caustics = waterCaustics(p3 + cameraPosition, vec3(0.5, 1, 0.5));
|
|
|
|
// apply caustics to the lighting
|
|
DirectLightColor *= 1.0 + max(pow(Direct_caustics * 3.0, 2.0),0.0);
|
|
// Indirect_lighting *= 0.5 + max(pow(Ambient_Caustics, 2.0),0.0);
|
|
|
|
DirectLightColor *= Absorbtion;
|
|
if(isEyeInWater == 1 ) Indirect_lighting = (Indirect_lighting/exp2(-estimatedDepth*0.5)) * Absorbtion;
|
|
|
|
if(isEyeInWater == 0) DirectLightColor *= max(eyeBrightnessSmooth.y/240., 0.0);
|
|
DirectLightColor *= cloudShadow;
|
|
}
|
|
#endif
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
float SkySSS = 0.0;
|
|
|
|
#if indirect_effect == 0
|
|
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
|
Indirect_lighting *= AO;
|
|
#endif
|
|
|
|
#if indirect_effect == 1
|
|
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
|
|
|
vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
|
|
AO *= exp((1.0-SSAO_SSS.x) * -5.0);
|
|
SkySSS = SSAO_SSS.y;
|
|
|
|
Indirect_lighting *= AO;
|
|
|
|
#endif
|
|
// GTAO
|
|
#if indirect_effect == 2
|
|
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
|
|
|
|
vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
|
|
if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
|
|
|
|
Indirect_lighting *= AO;
|
|
#endif
|
|
|
|
// RTAO and/or SSGI
|
|
#if indirect_effect == 3 || indirect_effect == 4
|
|
if (!hand) ApplySSRT(Indirect_lighting, normal, vec3(bnoise, noise_2), viewPos, lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
|
|
#endif
|
|
|
|
#ifdef SSS_view
|
|
// albedo = vec3(1);
|
|
Indirect_lighting = vec3(0.5);
|
|
#endif
|
|
|
|
//////////////////////////////// SKY SSS ////////////////////////////////
|
|
#ifdef Ambient_SSS
|
|
if (!hand){
|
|
|
|
#if indirect_effect != 1
|
|
SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
|
|
#endif
|
|
|
|
vec3 ambientColor = (AmbientLightColor / 30.0) * 2.5;
|
|
float skylightmap = pow(lightmap.y,3);
|
|
|
|
Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
|
|
Indirect_SSS *= ambientColor;
|
|
Indirect_SSS *= skylightmap;
|
|
|
|
vec3 SSS_forSky = vec3((1.0 - SkySSS) * LabSSS);
|
|
SSS_forSky *= ambientColor;
|
|
SSS_forSky *= skylightmap;
|
|
|
|
//light up dark parts so its more visible
|
|
Indirect_lighting = max(Indirect_lighting, SSS_forSky);
|
|
|
|
// apply to ambient light.
|
|
Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientsss_brightness);
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
if(LabSSS > 0.0) Indirect_lighting += (1.0-SkySSS) * LightningPhase * lightningEffect * pow(lightmap.y,10);
|
|
#endif
|
|
|
|
}
|
|
#endif
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////// FINALIZE /////////////////////////////
|
|
/////////////////////////////////////////////////////////////////////////
|
|
#ifdef SSS_view
|
|
albedo = vec3(1);
|
|
#endif
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
|
|
|
|
// do this here so it gets underwater absorbtion.
|
|
|
|
// Direct_lighting += Direct_SSS * DirectLightColor;
|
|
Direct_lighting = max(Direct_lighting, Direct_SSS * DirectLightColor);
|
|
#endif
|
|
|
|
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
|
|
|
|
#ifdef Specular_Reflections
|
|
vec2 specularNoises = vec2(noise, interleaved_gradientNoise());
|
|
DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
|
|
#endif
|
|
|
|
Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
|
|
|
|
if(lightningBolt) gl_FragData[0].rgb = vec3(77.0, 153.0, 255.0);
|
|
}
|
|
|
|
#ifdef OVERWORLD_SHADER
|
|
if (iswater && isEyeInWater == 0){
|
|
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
|
float Vdiff = distance(viewPos,viewPos0);
|
|
float VdotU = feetPlayerPos_normalized.y;
|
|
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
|
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
|
|
|
|
float custom_lightmap_T = clamp(pow(texture2D(colortex14, texcoord).a,3.0),0.0,1.0);
|
|
|
|
vec3 lightColVol = lightCol.rgb / 80.;
|
|
// if(shadowmapindicator < 1) lightColVol *= clamp((custom_lightmap_T-0.8) * 15,0,1)
|
|
|
|
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
|
vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ;
|
|
|
|
waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
|
|
}
|
|
#else
|
|
if (iswater && isEyeInWater == 0){
|
|
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
|
float Vdiff = distance(viewPos,viewPos0);
|
|
float VdotU = feetPlayerPos_normalized.y;
|
|
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
|
|
|
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.3, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
|
|
|
waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
|
|
}
|
|
#endif
|
|
// vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+150.0),lightningBoltPosition.z);
|
|
// // vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, lightningBoltPosition.y + 60,lightningBoltPosition.z);
|
|
|
|
// gl_FragData[0].rgb = vec3(1) * CustomPhase(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
|
|
// float phaseorigin = 1.0 - clamp(dot(feetPlayerPos_normalized, normalize(testPos) ),0.0,1.0);
|
|
|
|
|
|
// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
|
|
// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
|
|
|
|
// // vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz;
|
|
// // projectedShadowPosition = mat3(Custom_ProjectionMatrix) * projectedShadowPosition + Custom_ProjectionMatrix[3].xyz;
|
|
|
|
// vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
|
|
// projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
|
|
|
|
// //apply distortion
|
|
// float distortFactor = calcDistort(projectedShadowPosition.xy);
|
|
// projectedShadowPosition.xy *= distortFactor;
|
|
|
|
// projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
|
|
|
|
// gl_FragData[0].rgb = vec3(1.0) * shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0, 0.00005)).x;
|
|
|
|
|
|
/* DRAWBUFFERS:3 */
|
|
}
|