Solara-Shaders/shaders/lib/atmospherics/volumetricLight.glsl
2024-06-22 15:15:55 -04:00

162 lines
4.5 KiB
GLSL

float GetLogarithmicDepth(float dist) {
return (far * (dist - near)) / (dist * (far - near));
}
float GetLinearDepth2(float depth) {
return 2.0 * near * far / (far + near - (2.0 * depth - 1.0) * (far - near));
}
vec4 DistortShadow(vec4 shadowpos, float distortFactor) {
shadowpos.xy *= 1.0 / distortFactor;
shadowpos.z = shadowpos.z * 0.2;
shadowpos = shadowpos * 0.5 + 0.5;
return shadowpos;
}
vec4 GetWorldSpace(float shadowdepth, vec2 texCoord) {
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, shadowdepth, 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
vec4 wpos = gbufferModelViewInverse * viewPos;
wpos /= wpos.w;
return wpos;
}
vec4 GetShadowSpace(vec4 wpos) {
wpos = shadowModelView * wpos;
wpos = shadowProjection * wpos;
wpos /= wpos.w;
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
wpos = DistortShadow(wpos,distortFactor);
return wpos;
}
//Light shafts from Robobo1221 (modified)
vec3 GetLightShafts(float pixeldepth0, float pixeldepth1, vec3 color, float dither) {
vec3 vl = vec3(0.0);
#ifdef TAA
#if TAA_MODE == 0
dither = fract(dither + frameCounter * 0.618);
#else
dither = fract(dither + frameCounter * 0.5);
#endif
#endif
vec3 screenPos = vec3(texCoord, pixeldepth0);
vec4 viewPos = gbufferProjectionInverse * (vec4(screenPos, 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
float VoL = dot(normalize(viewPos.xyz), lightVec);
#ifdef OVERWORLD
float visfactor = 0.05 * (-0.8 * timeBrightness + 1.0) * (3.0 * rainStrength + 1.0);
float invvisfactor = 1.0 - visfactor;
float visibility = clamp(VoL * 0.5 + 0.5, 0.0, 1.0);
visibility = visfactor / (1.0 - invvisfactor * visibility) - visfactor;
visibility = clamp(visibility * 1.015 / invvisfactor - 0.015, 0.0, 1.0);
visibility = mix(1.0, visibility, 0.03125 * eBS + 0.96875);
#endif
#ifdef END
VoL = pow(VoL * 0.5 + 0.5, 16.0) * 0.75 + 0.25;
float visibility = VoL;
#endif
visibility *= 0.14285 * float(pixeldepth0 > 0.56);
if (visibility > 0.0) {
float maxDist = 128.0;
float depth0 = GetLinearDepth2(pixeldepth0);
float depth1 = GetLinearDepth2(pixeldepth1);
vec4 worldposition = vec4(0.0);
vec4 shadowposition = vec4(0.0);
vec3 watercol = mix(vec3(1.0),
waterColor.rgb / (waterColor.a * waterColor.a),
pow(waterAlpha, 0.25));
for(int i = 0; i < 7; i++) {
float minDist = exp2(i + dither) - 0.95;
if (minDist >= maxDist) break;
if (depth1 < minDist || (depth0 < minDist && color == vec3(0.0))) {
break;
}
worldposition = GetWorldSpace(GetLogarithmicDepth(minDist), texCoord.st);
shadowposition = GetShadowSpace(worldposition);
shadowposition.z += 0.0512 / shadowMapResolution;
if (length(shadowposition.xy * 2.0 - 1.0) < 1.0) {
float shadow0 = shadow2D(shadowtex0, shadowposition.xyz).z;
vec3 shadowCol = vec3(0.0);
#ifdef SHADOW_COLOR
if (shadow0 < 1.0) {
float shadow1 = shadow2D(shadowtex1, shadowposition.xyz).z;
if (shadow1 > 0.0) {
shadowCol = texture2D(shadowcolor0, shadowposition.xy).rgb;
shadowCol *= shadowCol * shadow1;
#ifdef WATER_CAUSTICS
shadowCol *= 16.0 - 15.0 * (1.0 - (1.0 - shadow0) * (1.0 - shadow0));
#endif
}
}
#endif
shadow0 *= shadow0;
shadowCol *= shadowCol;
vec3 shadow = clamp(shadowCol * (1.0 - shadow0) + shadow0, vec3(0.0), vec3(16.0));
if (depth0 < minDist) shadow *= color;
else if (isEyeInWater == 1.0) {
#ifdef WATER_SHADOW_COLOR
shadow *= 0.125 * (1.0 + eBS);
#else
shadow *= watercol * 0.01 * (1.0 + eBS);
#endif
}
#ifdef END
vec3 npos = worldposition.xyz + cameraPosition.xyz + vec3(frametime * 4.0, 0, 0);
float n3da = texture2D(noisetex, npos.xz / 512.0 + floor(npos.y / 3.0) * 0.35).r;
float n3db = texture2D(noisetex, npos.xz / 512.0 + floor(npos.y / 3.0 + 1.0) * 0.35).r;
float noise = mix(n3da, n3db, fract(npos.y / 3.0));
noise = sin(noise * 28.0 + frametime * 4.0) * 0.25 + 0.5;
shadow *= noise;
#endif
vl += shadow;
}
else{
vl += 1.0;
}
}
//vl *= voidFade;
#if MC_VERSION >= 11800
vl *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0);
#else
vl *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0);
#endif
#ifdef UNDERGROUND_SKY
vl *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS);
#endif
vl = sqrt(vl * visibility);
if(dot(vl, vl) > 0.0) vl += (dither - 0.25) / 128.0;
}
return vl;
}