Solara-Shaders/shaders/program/dh_terrain.glsl

289 lines
7.1 KiB
GLSL

/*
BSL Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/
//Settings//
#include "/lib/settings.glsl"
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH
//Varyings//
varying float mat;
varying vec2 texCoord, lmCoord;
varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int worldTime;
uniform float far;
uniform float frameTimeCounter;
uniform float blindFactor, darknessFactor, nightVision;
uniform float rainStrength;
uniform float screenBrightness;
uniform float shadowFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform mat4 dhProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D noisetex;
//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);
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
#ifdef ADVANCED_MATERIALS
vec2 dcdx = dFdx(texCoord);
vec2 dcdy = dFdy(texCoord);
#endif
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
mat4 gbufferProjectionInverse = dhProjectionInverse;
//Common Functions//
float GetBlueNoise3D(vec3 pos, vec3 normal) {
pos = (floor(pos + 0.01) + 0.5) / 512.0;
vec3 worldNormal = (gbufferModelViewInverse * vec4(normal, 0.0)).xyz;
vec3 noise3D = vec3(
texture2D(noisetex, pos.yz).b,
texture2D(noisetex, pos.xz).b,
texture2D(noisetex, pos.xy).b
);
float noiseX = noise3D.x * abs(worldNormal.x);
float noiseY = noise3D.y * abs(worldNormal.y);
float noiseZ = noise3D.z * abs(worldNormal.z);
float noise = noiseX + noiseY + noiseZ;
return noise - 0.5;
}
//Includes//
#include "/lib/common.glsl"
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/specularColor.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#include "/lib/surface/ggx.glsl"
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
//Program//
void main() {
vec4 albedo = color;
vec3 newNormal = normal;
if (albedo.a > 0.001) {
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
float foliage = float(mat > 0.98 && mat < 1.02);
float leaves = float(mat > 1.98 && mat < 2.02);
float emissive = float(mat > 2.98 && mat < 3.02);
float lava = float(mat > 3.98 && mat < 4.02);
float candle = float(mat > 4.98 && mat < 5.02);
float metalness = 0.0;
float emission = emissive + lava;
float subsurface = 0.0;
float basicSubsurface = leaves * 0.5;
vec3 baseReflectance = vec3(0.04);
emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4;
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
#ifdef TAA
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ToNDC(screenPos);
#endif
vec3 worldPos = ToWorld(viewPos);
float dither = Bayer8(gl_FragCoord.xy);
float viewLength = length(viewPos);
float minDist = (dither - 1.0) * 16.0 + far;
if (viewLength < minDist) {
discard;
}
vec3 noisePos = (worldPos + cameraPosition) * 4.0;
float albedoLuma = GetLuminance(albedo.rgb);
float noiseAmount = (1.0 - albedoLuma * albedoLuma) * 0.05;
float albedoNoise = GetBlueNoise3D(noisePos, normal);
albedo.rgb = clamp(albedo.rgb + albedoNoise * noiseAmount, vec3(0.0), vec3(1.0));
// albedo.rgb = vec3(albedoNoise + 0.5);
#ifdef TOON_LIGHTMAP
lightmap = floor(lmCoord * 14.999) / 14.0;
lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
#endif
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.35);
#endif
vec3 outNormal = newNormal;
float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
vanillaDiffuse*= vanillaDiffuse;
#ifndef NORMAL_PLANTS
if (foliage > 0.5) vanillaDiffuse *= 1.8;
#endif
if (leaves > 0.5) {
float halfNoL = dot(newNormal, lightVec) * 0.5 + 0.5;
basicSubsurface *= halfNoL * step(length(albedo.rgb), 1.7);
}
vec3 shadow = vec3(0.0);
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface);
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
} else albedo.a = 0.0;
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying float mat;
varying vec2 texCoord, lmCoord;
varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
uniform int worldTime;
uniform float frameTimeCounter;
uniform float timeAngle;
uniform vec3 cameraPosition;
uniform mat4 dhProjection;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
#ifdef TAA
uniform int frameCounter;
uniform float viewWidth, viewHeight;
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
//Common Variables//
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
//Includes//
#include "/lib/vertex/waving.glsl"
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
int blockID = dhMaterialId;
normal = normalize(gl_NormalMatrix * gl_Normal);
color = gl_Color;
mat = 0.0;
if (blockID == DH_BLOCK_LEAVES){
mat = 2.0;
color.rgb *= 1.3;
}
if (blockID == DH_BLOCK_ILLUMINATED)
mat = 3.0;
if (blockID == DH_BLOCK_LAVA) {
mat = 4.0;
lmCoord.x += 0.0667;
}
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);
eastVec = normalize(gbufferModelView[0].xyz);
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
#ifdef WORLD_CURVATURE
position.y -= WorldCurvature(position.xz);
#endif
gl_Position = dhProjection * gbufferModelView * position;
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif