/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying vec2 texCoord; varying vec3 sunVec, upVec; //Uniforms// uniform int isEyeInWater; uniform int worldTime; uniform float blindFactor, darknessFactor; uniform float frameTimeCounter; uniform float rainStrength; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight, aspectRatio; uniform ivec2 eyeBrightnessSmooth; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D noisetex; uniform sampler2D depthtex0; #ifdef DIRTY_LENS uniform sampler2D depthtex2; #endif #ifdef LENS_FLARE uniform vec3 sunPosition; uniform mat4 gbufferProjection; #endif #ifdef UNDERGROUND_SKY uniform vec3 cameraPosition; #endif #ifdef MULTICOLORED_BLOCKLIGHT uniform sampler2D colortex9; #endif //Optifine Constants// const bool colortex2Clear = false; #ifdef AUTO_EXPOSURE const bool colortex0MipmapEnabled = true; #endif #ifdef MULTICOLORED_BLOCKLIGHT const bool colortex9MipmapEnabled = true; #endif //Common Variables// float eBS = eyeBrightnessSmooth.y / 240.0; float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0); float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0); float pw = 1.0 / viewWidth; float ph = 1.0 / viewHeight; //Common Functions// float GetLuminance(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } void UnderwaterDistort(inout vec2 texCoord) { vec2 originalTexCoord = texCoord; texCoord += vec2( cos(texCoord.y * 32.0 + frameTimeCounter * 3.0), sin(texCoord.x * 32.0 + frameTimeCounter * 1.7) ) * 0.0005; float mask = float( texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0 ) ; if (mask < 0.5) texCoord = originalTexCoord; } void RetroDither(inout vec3 color, float dither) { color.rgb = pow(color.rgb, vec3(0.25)); float lenColor = length(color); vec3 normColor = color / lenColor; dither = mix(dither, 0.5, exp(-2.0 * lenColor)) - 0.25; color = normColor * floor(lenColor * 16.0 + dither * 1.7) / 16.0; color = max(pow(color.rgb, vec3(4.0)), vec3(0.0)); } vec3 GetBloomTile(float lod, vec2 coord, vec2 offset) { float scale = exp2(lod); float resScale = 1.25 * min(360.0, viewHeight) / viewHeight; vec3 bloom = texture2D(colortex1, (coord / scale + offset) * resScale).rgb; bloom *= bloom; bloom *= bloom * 32.0; return bloom; } void Bloom(inout vec3 color, vec2 coord) { vec2 view = vec2(1.0 / viewWidth, 1.0 / viewHeight); vec3 blur1 = GetBloomTile(1.0, coord, vec2(0.0 , 0.0 ) + vec2( 0.5, 0.0) * view); vec3 blur2 = GetBloomTile(2.0, coord, vec2(0.50 , 0.0 ) + vec2( 4.5, 0.0) * view); vec3 blur3 = GetBloomTile(3.0, coord, vec2(0.50 , 0.25 ) + vec2( 4.5, 4.0) * view); vec3 blur4 = GetBloomTile(4.0, coord, vec2(0.625 , 0.25 ) + vec2( 8.5, 4.0) * view); vec3 blur5 = GetBloomTile(5.0, coord, vec2(0.6875 , 0.25 ) + vec2(12.5, 4.0) * view); vec3 blur6 = GetBloomTile(6.0, coord, vec2(0.625 , 0.3125) + vec2( 8.5, 8.0) * view); vec3 blur7 = GetBloomTile(7.0, coord, vec2(0.640625 , 0.3125) + vec2(12.5, 8.0) * view); #ifdef DIRTY_LENS float newAspectRatio = 1.777777777777778 / aspectRatio; vec2 scale = vec2(max(newAspectRatio, 1.0), max(1.0 / newAspectRatio, 1.0)); float dirt = texture2D(depthtex2, (coord - 0.5) / scale + 0.5).r; dirt *= length(blur6 / (1.0 + blur6)); blur3 *= dirt * 2.0 + 1.0; blur4 *= dirt * 4.0 + 1.0; blur5 *= dirt * 8.0 + 1.0; blur6 *= dirt * 16.0 + 1.0; blur7 *= dirt * 32.0 + 1.0; #endif #if BLOOM_RADIUS == 1 vec3 blur = blur1; #elif BLOOM_RADIUS == 2 vec3 blur = (blur1 * 1.23 + blur2) / 2.23; #elif BLOOM_RADIUS == 3 vec3 blur = (blur1 * 1.71 + blur2 * 1.52 + blur3) / 4.23; #elif BLOOM_RADIUS == 4 vec3 blur = (blur1 * 2.46 + blur2 * 2.25 + blur3 * 1.71 + blur4) / 7.42; #elif BLOOM_RADIUS == 5 vec3 blur = (blur1 * 3.58 + blur2 * 3.35 + blur3 * 2.72 + blur4 * 1.87 + blur5) / 12.52; #elif BLOOM_RADIUS == 6 vec3 blur = (blur1 * 5.25 + blur2 * 4.97 + blur3 * 4.20 + blur4 * 3.13 + blur5 * 2.00 + blur6) / 20.55; #elif BLOOM_RADIUS == 7 vec3 blur = (blur1 * 7.76 + blur2 * 7.41 + blur3 * 6.43 + blur4 * 5.04 + blur5 * 3.51 + blur6 * 2.11 + blur7) / 33.26; #endif #if BLOOM_CONTRAST == 0 color = mix(color, blur, 0.2 * BLOOM_STRENGTH); #else vec3 bloomContrast = vec3(exp2(BLOOM_CONTRAST * 0.25)); color = pow(color, bloomContrast); blur = pow(blur, bloomContrast); vec3 bloomStrength = pow(vec3(0.2 * BLOOM_STRENGTH), bloomContrast); color = mix(color, blur, bloomStrength); color = pow(color, 1.0 / bloomContrast); #endif } void AutoExposure(inout vec3 color, inout float exposure, float tempExposure) { float exposureLod = log2(viewHeight * AUTO_EXPOSURE_RADIUS); exposure = length(texture2DLod(colortex0, vec2(0.5), exposureLod).rgb); exposure = max(exposure, 0.0001); color /= 2.0 * tempExposure + 0.125; } void ColorGrading(inout vec3 color) { vec3 cgColor = pow(color.r, CG_RC) * pow(vec3(CG_RR, CG_RG, CG_RB) / 255.0, vec3(2.2)) + pow(color.g, CG_GC) * pow(vec3(CG_GR, CG_GG, CG_GB) / 255.0, vec3(2.2)) + pow(color.b, CG_BC) * pow(vec3(CG_BR, CG_BG, CG_BB) / 255.0, vec3(2.2)); vec3 cgMin = pow(vec3(CG_RM, CG_GM, CG_BM) / 255.0, vec3(2.2)); color = (cgColor * (1.0 - cgMin) + cgMin) * vec3(CG_RI, CG_GI, CG_BI); vec3 cgTint = pow(vec3(CG_TR, CG_TG, CG_TB) / 255.0, vec3(2.2)) * GetLuminance(color) * CG_TI; color = mix(color, cgTint, CG_TM); } vec3 RGB2HSV(vec3 c){ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 HSV2RGB(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void Notorious6Test(inout vec3 color) { vec2 testCoord = texCoord * vec2(8.0,6.0) - vec2(3.5, 1.0); // if (testCoord.x > 0 && testCoord.x < 1 && testCoord.y > 0 && testCoord.y < 1){ // float h = floor((1.0 - testCoord.y) * 18.0) / 18.0; // color = pow(HSV2RGB(vec3(h, 1.0, 1.0)), vec3(2.2)); // color *= exp2(floor(testCoord.x * 20.0) - 10.0); // color /= exp2(2.0 + EXPOSURE); // } if (testCoord.x > -2 && testCoord.x < 3 && testCoord.y > 0 && testCoord.y < 1){ float h = floor((1.0 - testCoord.y) * 18.0) / 18.0; float s = pow(floor(testCoord.x) * 0.25 + 0.5, 0.5); color = pow(HSV2RGB(vec3(h, s, 1.0)), vec3(2.2)); color *= exp2(floor(fract(testCoord.x) * 20.0) - 10.0); color /= exp2(2.0 + EXPOSURE); } } mat3 inverseMatrix(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3( b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10) ) / det; } void BSLTonemap(inout vec3 color) { color *= exp2(2.0 + EXPOSURE); float s = TONEMAP_WHITE_PATH; float a = 0.03 * s; float b = 0.01 * s; float c = 1.0 - (a + b); float d = 1.0 - (a + a); mat3 desatMatrix = mat3( vec3(c, a, b), vec3(a, d, a), vec3(b, a, c) ); mat3 satMatrix = inverseMatrix(desatMatrix); color *= desatMatrix; color = color / pow(pow(color, vec3(TONEMAP_WHITE_CURVE)) + 1.0, vec3(1.0 / TONEMAP_WHITE_CURVE)); color = pow(color, mix(vec3(TONEMAP_LOWER_CURVE), vec3(TONEMAP_UPPER_CURVE), sqrt(color))); color *= satMatrix; color = clamp(color, vec3(0.0), vec3(1.0)); } void ColorSaturation(inout vec3 color) { float grayVibrance = (color.r + color.g + color.b) / 3.0; float graySaturation = dot(color, vec3(0.299, 0.587, 0.114)); float mn = min(color.r, min(color.g, color.b)); float mx = max(color.r, max(color.g, color.b)); float sat = (1.0 - (mx - mn)) * (1.0 - mx) * grayVibrance * 5.0; vec3 lightness = vec3((mn + mx) * 0.5); color = mix(color, mix(color, lightness, 1.0 - VIBRANCE), sat); color = mix(color, lightness, (1.0 - lightness) * (2.0 - VIBRANCE) / 2.0 * abs(VIBRANCE - 1.0)); color = color * SATURATION - graySaturation * (SATURATION - 1.0); } #ifdef LENS_FLARE vec2 GetLightPos() { vec4 tpos = gbufferProjection * vec4(sunPosition, 1.0); tpos.xyz /= tpos.w; return tpos.xy / tpos.z * 0.5; } #endif //Includes// #include "/lib/color/lightColor.glsl" #ifdef LENS_FLARE #include "/lib/post/lensFlare.glsl" #endif #ifdef RETRO_FILTER #include "/lib/util/dither.glsl" #endif //Program// void main() { vec2 newTexCoord = texCoord; #ifdef UNDERWATER_DISTORTION if (isEyeInWater == 1.0) UnderwaterDistort(newTexCoord); #endif vec3 color = texture2D(colortex0, newTexCoord).rgb; #ifdef AUTO_EXPOSURE float tempExposure = texture2D(colortex2, vec2(pw, ph)).r; #endif #ifdef LENS_FLARE float tempVisibleSun = texture2D(colortex2, vec2(3.0 * pw, ph)).r; #endif vec3 temporalColor = vec3(0.0); #ifdef TAA temporalColor = texture2D(colortex2, texCoord).gba; #endif #ifdef RETRO_FILTER float dither = Bayer8(gl_FragCoord.xy / RETRO_FILTER_SIZE); RetroDither(color.rgb, dither); #endif #ifdef BLOOM Bloom(color, newTexCoord); #endif #ifdef AUTO_EXPOSURE float exposure = 1.0; AutoExposure(color, exposure, tempExposure); #endif // Notorious6Test(color); #ifdef COLOR_GRADING ColorGrading(color); #endif #ifdef VIGNETTE float screenDist = length(texCoord - 0.5); screenDist *= screenDist * 0.3535 + 0.75; color *= 1.0 - screenDist * VIGNETTE_STRENGTH; #endif BSLTonemap(color); #ifdef LENS_FLARE vec2 lightPos = GetLightPos(); float truePos = sign(sunVec.z); float visibleSun = float(texture2D(depthtex0, lightPos + 0.5).r >= 1.0); visibleSun *= max(1.0 - isEyeInWater, eBS) * (1.0 - max(blindFactor, darknessFactor)) * (1.0 - rainStrength); #ifdef UNDERGROUND_SKY visibleSun *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif float multiplier = tempVisibleSun * LENS_FLARE_STRENGTH * (length(color) * 0.25 + 0.25); if (multiplier > 0.001) LensFlare(color, lightPos, truePos, multiplier); #endif float temporalData = 0.0; #ifdef AUTO_EXPOSURE if (texCoord.x < 2.0 * pw && texCoord.y < 2.0 * ph) temporalData = mix(tempExposure, sqrt(exposure), AUTO_EXPOSURE_SPEED); #endif #ifdef LENS_FLARE if (texCoord.x > 2.0 * pw && texCoord.x < 4.0 * pw && texCoord.y < 2.0 * ph) temporalData = mix(tempVisibleSun, visibleSun, 0.125); #endif color = pow(color, vec3(1.0 / 2.2)); ColorSaturation(color); float filmGrain = texture2D(noisetex, texCoord * vec2(viewWidth, viewHeight) / 512.0).b; color += (filmGrain - 0.5) / 256.0; #ifdef MULTICOLORED_BLOCKLIGHT vec3 coloredLight = texture2DLod(colortex9, texCoord.xy, 2).rgb; coloredLight *= 0.99; #endif /* DRAWBUFFERS:12 */ gl_FragData[0] = vec4(color, 1.0); gl_FragData[1] = vec4(temporalData,temporalColor); #ifdef MULTICOLORED_BLOCKLIGHT /*DRAWBUFFERS:129*/ gl_FragData[2] = vec4(coloredLight, 1.0); #endif } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord; varying vec3 sunVec, upVec; //Uniforms// uniform float timeAngle; uniform mat4 gbufferModelView; //Program// void main() { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994)); float ang = fract(timeAngle - 0.25); ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959; sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz); upVec = normalize(gbufferModelView[1].xyz); } #endif