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