Solara-Shaders/shaders/program/deferred1.glsl

544 lines
14 KiB
GLSL

/*
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, eastVec;
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int moonPhase;
uniform int worldTime;
uniform float blindFactor, darknessFactor, nightVision;
uniform float far, near;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform float shadowFade, voidFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight, aspectRatio;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjection, gbufferPreviousProjection, gbufferProjectionInverse;
uniform mat4 gbufferModelView, gbufferPreviousModelView, gbufferModelViewInverse;
uniform sampler2D colortex0;
uniform sampler2D colortex3;
uniform sampler2D depthtex0;
uniform sampler2D noisetex;
#ifdef AO
uniform sampler2D colortex4;
#endif
#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
uniform vec3 previousCameraPosition;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
// uniform sampler2D noisetex;
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
uniform sampler2D colortex8;
uniform sampler2D colortex9;
#endif
#ifdef DISTANT_HORIZONS
uniform float dhFarPlane, dhNearPlane;
uniform mat4 dhProjectionInverse;
uniform sampler2D dhDepthTex0;
#endif
//Optifine Constants//
#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
const bool colortex0MipmapEnabled = true;
const bool colortex5MipmapEnabled = true;
const bool colortex6MipmapEnabled = 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);
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
vec2 aoSampleOffsets[4] = vec2[4](
vec2( 1.5, 0.5),
vec2(-0.5, 1.5),
vec2(-1.5, -0.5),
vec2( 0.5, -1.5)
);
vec2 aoDepthOffsets[4] = vec2[4](
vec2( 2.0, 1.0),
vec2(-1.0, 2.0),
vec2(-2.0, -1.0),
vec2( 1.0, -2.0)
);
vec2 glowOffsets[16] = vec2[16](
vec2( 0.0, -1.0),
vec2(-1.0, 0.0),
vec2( 1.0, 0.0),
vec2( 0.0, 1.0),
vec2(-1.0, -2.0),
vec2( 0.0, -2.0),
vec2( 1.0, -2.0),
vec2(-2.0, -1.0),
vec2( 2.0, -1.0),
vec2(-2.0, 0.0),
vec2( 2.0, 0.0),
vec2(-2.0, 1.0),
vec2( 2.0, 1.0),
vec2(-1.0, 2.0),
vec2( 0.0, 2.0),
vec2( 1.0, 2.0)
);
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
vec3 moonPhaseVecs[8] = vec3[8](
vec3( 0.0 , 0.0 , 1.0 ),
vec3( 0.0 , -0.89, 0.45),
vec3( 0.0 , -1.0 , 0.0 ),
vec3( 0.0 , -0.45, -0.89),
vec3( 0.0 , 0.0 , -1.0 ),
vec3( 0.0 , 0.45, -0.89),
vec3( 0.0 , 1.0 , 0.0 ),
vec3( 0.0 , 0.89, 0.45)
);
vec2 moonDiffuse[8] = vec2[8](
vec2( 0.0 , 0.0 ),
vec2(-0.125, 1.0 ),
vec2(-0.2 , 0.625),
vec2(-0.8 , 0.375),
vec2(-0.75 , -0.25 ),
vec2(-0.8 , 0.375),
vec2(-0.2 , 0.625),
vec2(-0.125, 1.0 )
);
//Common Functions//
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
#ifdef AO
float GetAmbientOcclusion(float z){
float ao = 0.0;
float tw = 0.0;
float lz = GetLinearDepth(z);
for(int i = 0; i < 4; i++){
vec2 sampleOffset = aoSampleOffsets[i] / vec2(viewWidth, viewHeight);
vec2 depthOffset = aoDepthOffsets[i] / vec2(viewWidth, viewHeight);
float samplez = GetLinearDepth(texture2D(depthtex0, texCoord + depthOffset).r);
float wg = max(1.0 - 2.0 * far * abs(lz - samplez), 0.00001);
ao += texture2D(colortex4, texCoord + sampleOffset).r * wg;
tw += wg;
}
ao /= tw;
if(tw < 0.0001) ao = texture2D(colortex4, texCoord).r;
return pow(ao, AO_STRENGTH);
}
#ifdef DISTANT_HORIZONS
float GetDHLinearDepth(float depth) {
return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - depth * (dhFarPlane - dhNearPlane));
}
float GetDHAmbientOcclusion(float dhZ){
float ao = 0.0;
float tw = 0.0;
float lz = GetDHLinearDepth(dhZ);
for(int i = 0; i < 4; i++){
vec2 sampleOffset = aoSampleOffsets[i] / vec2(viewWidth, viewHeight);
vec2 depthOffset = aoDepthOffsets[i] / vec2(viewWidth, viewHeight);
float samplez = GetDHLinearDepth(texture2D(dhDepthTex0, texCoord + depthOffset).r);
float wg = max(1.0 - 2.0 * far * abs(lz - samplez), 0.00001);
ao += texture2D(colortex4, texCoord + sampleOffset).r * wg;
tw += wg;
}
ao /= tw;
if(tw < 0.0001) ao = texture2D(colortex4, texCoord).r;
return pow(ao, AO_STRENGTH + 1.0);
}
#endif
#endif
void GlowOutline(inout vec3 color){
for(int i = 0; i < 16; i++){
vec2 glowOffset = glowOffsets[i] / vec2(viewWidth, viewHeight);
float glowSample = texture2D(colortex3, texCoord.xy + glowOffset).b;
if(glowSample < 0.5){
if(i < 4) color.rgb = vec3(0.0);
else color.rgb = vec3(0.5);
break;
}
}
}
//Includes//
#include "/lib/common.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/skyColor.glsl"
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/waterColor.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/atmospherics/weatherDensity.glsl"
#include "/lib/atmospherics/sky.glsl"
#include "/lib/atmospherics/fog.glsl"
#include "/lib/atmospherics/clouds.glsl"
#include "/lib/atmospherics/sunmoon.glsl"
#ifdef OUTLINE_ENABLED
#include "/lib/util/outlineOffset.glsl"
#include "/lib/util/outlineDepth.glsl"
#include "/lib/atmospherics/waterFog.glsl"
#include "/lib/post/outline.glsl"
#endif
#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
#include "/lib/util/encode.glsl"
#include "/lib/reflections/raytrace.glsl"
#include "/lib/reflections/complexFresnel.glsl"
#include "/lib/surface/materialDeferred.glsl"
#include "/lib/reflections/roughReflections.glsl"
#endif
#ifdef END
vec3 GetEndSkyColor(vec3 viewPos) {
vec4 worldPos = gbufferModelViewInverse * vec4(viewPos.xyz, 1.0);
worldPos.xyz /= worldPos.w;
worldPos = normalize(worldPos);
vec3 sky = vec3(0.0);
vec3 absWorldPos = abs(worldPos.xyz);
float maxViewDir = absWorldPos.x;
sky = vec3(worldPos.yz, 0.0);
if (absWorldPos.y > maxViewDir) {
maxViewDir = absWorldPos.y;
sky = vec3(worldPos.xz, 0.0);
}
if (absWorldPos.z > maxViewDir) {
maxViewDir = absWorldPos.z;
sky = vec3(worldPos.xy, 0.0);
}
vec2 skyUV = sky.xy * 2.0;
skyUV = (floor(skyUV * 512.0) + 0.5) / 512.0;
float noise = texture2D(noisetex, skyUV).b;
sky = vec3(1.0) * pow(noise * 0.3 + 0.35, 2.0);
sky *= sky;
sky *= endCol.rgb * 0.03;
return sky;
}
#endif
//Program//
void main() {
vec4 color = texture2D(colortex0, texCoord);
float z = texture2D(depthtex0, texCoord).r;
#ifdef DISTANT_HORIZONS
float dhZ = texture2D(dhDepthTex0, texCoord).r;
#endif
float dither = Bayer8(gl_FragCoord.xy);
#if ALPHA_BLEND == 0
if (z == 1.0) color.rgb = max(color.rgb - dither / vec3(128.0), vec3(0.0));
color.rgb *= color.rgb;
#endif
vec4 screenPos = vec4(texCoord, z, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
#ifdef OUTLINE_ENABLED
vec4 outerOutline = vec4(0.0), innerOutline = vec4(0.0);
Outline(color.rgb, false, outerOutline, innerOutline);
color.rgb = mix(color.rgb, innerOutline.rgb, innerOutline.a);
#endif
if (z < 1.0) {
#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
float smoothness = 0.0, skyOcclusion = 0.0;
vec3 normal = vec3(0.0), fresnel3 = vec3(0.0);
GetMaterials(smoothness, skyOcclusion, normal, fresnel3, texCoord);
if (smoothness > 0.0) {
vec4 reflection = vec4(0.0);
vec3 skyReflection = vec3(0.0);
float ssrMask = clamp(length(fresnel3) * 400.0 - 1.0, 0.0, 1.0);
if(ssrMask > 0.0) reflection = RoughReflection(viewPos.xyz, normal, dither, smoothness);
reflection.a *= ssrMask;
if (reflection.a < 1.0) {
#ifdef OVERWORLD
vec3 skyRefPos = reflect(normalize(viewPos.xyz), normal);
skyReflection = GetSkyColor(skyRefPos, true);
#ifdef REFLECTION_ROUGH
float cloudMixRate = smoothness * smoothness * (3.0 - 2.0 * smoothness);
#else
float cloudMixRate = 1.0;
#endif
#ifdef AURORA
skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12) * cloudMixRate;
#endif
#if CLOUDS == 1
vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, false);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a * cloudMixRate);
#endif
#if CLOUDS == 2
vec4 worldPos = gbufferModelViewInverse * vec4(viewPos.xyz, 1.0);
worldPos.xyz /= worldPos.w;
vec3 cameraPos = GetReflectedCameraPos(worldPos.xyz, normal);
float cloudViewLength = 0.0;
vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a * cloudMixRate);
#endif
float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
float vanillaDiffuse = (0.25 * NoU + 0.75) +
(0.5 - abs(NoE)) * (1.0 - abs(NoU)) * 0.1;
vanillaDiffuse *= vanillaDiffuse;
#ifdef CLASSIC_EXPOSURE
skyReflection *= 4.0 - 3.0 * eBS;
#endif
skyReflection = mix(vanillaDiffuse * minLightCol, skyReflection, skyOcclusion);
#endif
#ifdef NETHER
skyReflection = netherCol.rgb * 0.04;
#endif
#ifdef END
skyReflection = endCol.rgb * 0.025;
#endif
}
reflection.rgb = max(mix(skyReflection, reflection.rgb, reflection.a), vec3(0.0));
color.rgb += reflection.rgb * fresnel3;
}
#endif
#ifdef AO
color.rgb *= GetAmbientOcclusion(z);
#endif
Fog(color.rgb, viewPos.xyz);
#ifdef DISTANT_HORIZONS
} else if (dhZ < 1.0) {
z = 1.0 - 1e-5;
vec4 dhScreenPos = vec4(texCoord, dhZ, 1.0);
viewPos = dhProjectionInverse * (dhScreenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
#ifdef AO
color.rgb *= GetDHAmbientOcclusion(dhZ);
#endif
Fog(color.rgb, viewPos.xyz);
#endif
} else {
#if defined OVERWORLD && defined SKY_DEFERRED
color.rgb += GetSkyColor(viewPos.xyz, false);
#ifdef ROUND_SUN_MOON
vec3 lightMA = mix(lightMorning, lightEvening, mefade);
vec3 sunColor = mix(lightMA, sqrt(lightDay * lightMA * LIGHT_DI), timeBrightness);
vec3 moonColor = sqrt(lightNight);
RoundSunMoon(color.rgb, viewPos.xyz, sunColor, moonColor);
#endif
#ifdef STARS
if (moonVisibility > 0.0) DrawStars(color.rgb, viewPos.xyz);
#endif
#ifdef AURORA
color.rgb += DrawAurora(viewPos.xyz, dither, 24);
#endif
SunGlare(color.rgb, viewPos.xyz, lightCol);
color.rgb *= 1.0 + nightVision;
#ifdef CLASSIC_EXPOSURE
color.rgb *= 4.0 - 3.0 * eBS;
#endif
#endif
#ifdef NETHER
color.rgb = netherCol.rgb * 0.0425;
#endif
#ifdef END
#ifdef SHADER_END_SKY
color.rgb = GetEndSkyColor(viewPos.xyz);
#endif
#ifndef LIGHT_SHAFT
float VoL = dot(normalize(viewPos.xyz), lightVec);
VoL = pow(VoL * 0.5 + 0.5, 16.0) * 0.75 + 0.25;
color.rgb += endCol.rgb * 0.04 * VoL;
#endif
#endif
if (isEyeInWater == 2) {
#ifdef EMISSIVE_RECOLOR
color.rgb = pow(blocklightCol / BLOCKLIGHT_I, vec3(4.0)) * 2.0;
#else
color.rgb = vec3(1.0, 0.3, 0.01);
#endif
}
if (blindFactor > 0.0 || darknessFactor > 0.0) color.rgb *= 1.0 - max(blindFactor, darknessFactor);
}
vec4 cloud = vec4(0.0);
float cloudDither = BayerCloud8(gl_FragCoord.xy);
float cloudMaxDistance = 2.0 * far;
#ifdef DISTANT_HORIZONS
cloudMaxDistance = max(cloudMaxDistance, dhFarPlane);
#endif
float cloudViewLength = cloudMaxDistance;
float cloudSampleZ = z;
#ifdef OUTLINE_OUTER
DepthOutline(cloudSampleZ, depthtex0);
#endif
#ifdef OVERWORLD
#if CLOUDS == 1
cloud = DrawCloudSkybox(viewPos.xyz, cloudSampleZ, cloudDither, lightCol, ambientCol, false);
#endif
#if CLOUDS == 2
vec4 cloudViewPos = viewPos;
#ifdef OUTLINE_OUTER
cloudViewPos = gbufferProjectionInverse * (vec4(texCoord, cloudSampleZ, 1.0) * 2.0 - 1.0);
cloudViewPos /= cloudViewPos.w;
#endif
cloud = DrawCloudVolumetric(cloudViewPos.xyz, cameraPosition, cloudSampleZ, cloudDither, lightCol, ambientCol, cloudViewLength, false);
#endif
#ifndef LIGHT_SHAFT
SunGlare(cloud.rgb, viewPos.xyz, lightCol);
#endif
color.rgb = mix(color.rgb, cloud.rgb, cloud.a);
#endif
cloudViewLength /= cloudMaxDistance;
#ifdef OUTLINE_ENABLED
outerOutline.rgb = mix(outerOutline.rgb, cloud.rgb, cloud.a);
color.rgb = mix(color.rgb, outerOutline.rgb, outerOutline.a);
#endif
#if MC_VERSION >= 10900 && !defined IS_IRIS
float isGlowing = texture2D(colortex3, texCoord).b;
if (isGlowing > 0.5) GlowOutline(color.rgb);
#endif
vec3 reflectionColor = pow(color.rgb, vec3(0.125)) * 0.5;
#if ALPHA_BLEND == 0
color.rgb = sqrt(max(color.rgb, vec3(0.0)));
#endif
float reflectionMask = float(z < 1.0);
#ifdef DISTANT_HORIZONS
reflectionMask = max(reflectionMask, float(dhZ < 1.0));
#endif
/*DRAWBUFFERS:04 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(cloudViewLength, 0.0, 0.0, 1.0);
#if !defined REFLECTION_PREVIOUS && REFRACTION == 0
/*DRAWBUFFERS:045*/
gl_FragData[2] = vec4(reflectionColor, reflectionMask);
#elif defined REFLECTION_PREVIOUS && REFRACTION > 0
/*DRAWBUFFERS:046*/
gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
#elif !defined REFLECTION_PREVIOUS && REFRACTION > 0
/*DRAWBUFFERS:0456*/
gl_FragData[2] = vec4(reflectionColor, reflectionMask);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
varying vec3 sunVec, upVec, eastVec;
//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);
eastVec = normalize(gbufferModelView[0].xyz);
}
#endif