#include "/lib/settings.glsl" #include "/lib/SSBOs.glsl" #include "/lib/util.glsl" #include "/lib/res_params.glsl" #include "/lib/color_transforms.glsl" #include "/lib/projections.glsl" #ifdef OVERWORLD_SHADER #define WATER_SUN_SPECULAR #endif uniform vec2 texelSize; // uniform int moonPhase; uniform float frameTimeCounter; uniform sampler2D noisetex; const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadowtex0HW; uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D colortex11; uniform sampler2D colortex12; // uniform sampler2D colortex7; uniform sampler2D colortex4; uniform sampler2D colortex5; #include "/lib/sky_gradient.glsl" #include "/lib/waterBump.glsl" #include "/lib/Shadow_Params.glsl" in DATA { vec4 pos; vec4 gcolor; vec4 normalMat; vec2 lightmapCoords; flat int isWater; mat4 normalmatrix; flat vec3 WsunVec; flat vec3 WsunVec2; }; // uniform float far; uniform float dhVoxyFarPlane; uniform float dhVoxyNearPlane; uniform vec3 previousCameraPosition; // uniform vec3 cameraPosition; // uniform mat4 gbufferModelView; uniform mat4 gbufferPreviousModelView; // uniform mat4 shadowModelView; // uniform mat4 shadowModelViewInverse; // uniform mat4 shadowProjection; // uniform mat4 shadowProjectionInverse; uniform int frameCounter; // uniform sampler2D colortex4; // uniform mat4 dhPreviousProjection; // uniform mat4 dhProjectionInverse; // uniform mat4 dhProjection; #include "/lib/DistantHorizons_projections.glsl" vec3 DH_toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw); vec3 feetPlayerPos = p * 2. - 1.; vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3]; return viewPos.xyz / viewPos.w; } vec3 DH_toClipSpace3(vec3 viewSpacePosition) { return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } uniform float near; float invLinZ (float lindepth){ return -((2.0*near/lindepth)-far-near)/(far-near); } float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } // float DH_ld(float dist) { // return (2.0 * dhVoxyNearPlane) / (dhVoxyFarPlane + dhVoxyNearPlane - dist * (dhVoxyFarPlane - dhVoxyNearPlane)); // } // float DH_invLinZ (float lindepth){ // return -((2.0*dhVoxyNearPlane/lindepth)-dhVoxyFarPlane-dhVoxyNearPlane)/(dhVoxyFarPlane-dhVoxyNearPlane); // } float DH_ld(float dist) { return (2.0 * dhVoxyNearPlane) / (dhVoxyFarPlane + dhVoxyNearPlane - dist * (dhVoxyFarPlane - dhVoxyNearPlane)); } float DH_inv_ld (float lindepth){ return -((2.0*dhVoxyNearPlane/lindepth)-dhVoxyFarPlane-dhVoxyNearPlane)/(dhVoxyFarPlane-dhVoxyNearPlane); } float linearizeDepthFast(const in float depth, const in float near, const in float far) { return (near * far) / (depth * (near - far) + far); } uniform int isEyeInWater; uniform float rainStrength; #ifdef OVERWORLD_SHADER #if defined CUSTOM_MOON_ROTATION && LIGHTNING_SHADOWS > 0 uniform vec4 lightningBoltPosition; uniform float sunElevation; #endif #include "/lib/scene_controller.glsl" #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #endif #ifndef OVERWORLD_SHADER #undef WATER_SUN_SPECULAR #endif float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) { r = max(pow(r,2.5), 0.0001); vec3 h = l + v; float hn = inversesqrt(dot(h, h)); float dotLH = clamp(dot(h,l)*hn,0.,1.); float dotNH = clamp(dot(h,n)*hn,0.,1.) ; float dotNL = clamp(dot(n,l),0.,1.); float dotNHsq = dotNH*dotNH; float denom = dotNHsq * r - dotNHsq + 1.; float D = r / (3.141592653589793 * denom * denom); float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH); float k2 = .25 * r; return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2); } uniform int framemod8; #include "/lib/TAA_jitter.glsl" float invLdFast(float linearDepth) { return (dhVoxyFarPlane * (dhVoxyNearPlane - linearDepth)) / ((dhVoxyNearPlane - dhVoxyFarPlane) * linearDepth); } #define FORWARD_SSR_QUALITY 30 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 200 300 400 500] vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) { const float biasAmount = 0.0000015; float quality = float(FORWARD_SSR_QUALITY); vec3 clipPosition = DH_toClipSpace3(position); float rayLength = ((position.z + dir.z * dhVoxyFarPlane*sqrt(3.)) > -dhVoxyNearPlane) ? (-dhVoxyNearPlane - position.z) / dir.z : dhVoxyFarPlane*sqrt(3.); vec3 direction = DH_toClipSpace3(position + dir * rayLength) - clipPosition; //convert to clip space //get at which length the ray intersects with the edge of the screen vec3 maxLengths = (step(0.0, direction) - clipPosition) / direction; float mult = min(min(maxLengths.x, maxLengths.y), maxLengths.z); vec3 stepv = direction * mult / quality; clipPosition.xy *= RENDER_SCALE; stepv.xy *= RENDER_SCALE; vec3 spos = clipPosition + stepv * dither; spos.xy += offsets[framemod8] * texelSize * 0.5 / RENDER_SCALE; float minZ = spos.z - 0.00025 / DH_ld(spos.z); float maxZ = spos.z; for (int i = 0; i <= int(quality); i++) { #if FORWARD_SSR_QUALITY != 1 if(spos.x < 0 || spos.x > 1 || spos.y < 0 || spos.y > 1) return vec3(1.1); #endif float sp = texelFetch(dhDepthTex, ivec2(spos.xy /texelSize), 0).r; if (sp < max(minZ, maxZ) && sp > min(minZ, maxZ)) { return vec3(spos.xy / RENDER_SCALE, sp); } minZ = maxZ - biasAmount / DH_ld(spos.z); maxZ += stepv.z; spos += stepv; } return vec3(1.1); } float interleaved_gradientNoise_temporal(){ #ifdef TAA return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter); #else return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887); #endif } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } float R2_dither(){ vec2 coord = gl_FragCoord.xy ; #ifdef TAA coord += + (frameCounter%40000) * 2.0; #endif vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } vec3 viewToWorld(vec3 viewPos) { vec4 pos; pos.xyz = viewPos; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){ float bumpmult = puddle_values; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); // return normalize(bump*tbnMatrix); } #define FORWARD_SPECULAR #define FORWARD_BACKGROUND_REFLECTION // #define FORWARD_ROUGH_REFLECTION #ifdef FORWARD_ROUGH_REFLECTION #endif /* RENDERTARGETS:2,7,11,14 */ void main() { if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) { bool iswater = isWater > 0; vec3 viewPos = pos.xyz; vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; float viewDist = length(playerPos); // float transition = exp(-25* pow(clamp(1.0 - viewDist/(far-8),0.0,1.0),2)); #if DH_CHUNK_FADING > 0 if (!iswater){ float ditherFade = smoothstep(0.86 * far, 0.9 * far, viewDist); if (step(R2_dither()/ditherFade, ditherFade) == 0.0) discard; } #endif float material = 0.7; if(iswater) material = 1.0; vec3 normals = normalize(normalMat.xyz); if (!gl_FrontFacing) normals = -normals; vec3 worldSpaceNormals = mat3(gbufferModelViewInverse) * normals; #ifdef DH_OVERDRAW_PREVENTION #if OVERDRAW_MAX_DISTANCE == 0 float maxOverdrawDistance = far; #else float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE; #endif if(viewDist < clamp(far-16*4, 16, maxOverdrawDistance) ){ discard; return;} #endif vec3 waterNormals = worldSpaceNormals; #ifndef VANILLA_LIKE_WATER if(iswater && abs(worldSpaceNormals.y) > 0.1){ vec3 waterPos = (playerPos+cameraPosition).xzy; vec3 bump = normalize(getWaveNormal(waterPos, playerPos)); float bumpmult = WATER_WAVE_STRENGTH; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); waterNormals.xz = bump.xy; } #endif normals = worldToView(waterNormals); gl_FragData[0] = gcolor; float UnchangedAlpha = gl_FragData[0].a; #ifdef WhiteWorld gl_FragData[0].rgb = vec3(0.5); gl_FragData[0].a = 1.0; #endif vec3 Albedo = toLinear(gl_FragData[0].rgb); #ifndef WhiteWorld #ifdef VANILLA_LIKE_WATER if (iswater) Albedo *= sqrt(luma(Albedo)); #else if (iswater){ Albedo = vec3(0.0); gl_FragData[0].a = 1.0/255.0; } #endif #endif // diffuse vec3 Indirect_lighting = vec3(0.0); // vec3 MinimumLightColor = vec3(1.0); vec3 Direct_lighting = vec3(0.0); #ifdef OVERWORLD_SHADER vec3 DirectLightColor = lightSourceColorSSBO/2400.0; float NdotL = clamp(dot(worldSpaceNormals, WsunVec),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); float Shadows = 1.0; #ifdef DISTANT_HORIZONS_SHADOWMAP vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * pos.xyz + gbufferModelViewInverse[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion #ifdef DISTORT_SHADOWMAP float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; #else float distortFactor = 1.0; #endif float smallbias = -0.0035; bool ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0; if(ShadowBounds){ Shadows = 0.0; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); Shadows = texture(shadowtex0HW, projectedShadowPosition + vec3(0.0,0.0, smallbias)).x; } #endif Shadows *= GetCloudShadow(playerPos + cameraPosition, WsunVec); Direct_lighting = DirectLightColor * NdotL * Shadows; vec3 AmbientLightColor = averageSkyCol_CloudsSSBO/900.0 ; vec3 indirectNormal = worldSpaceNormals.xyz / dot(abs(worldSpaceNormals.xyz), vec3(1.0)); float SkylightDir = clamp(indirectNormal.y*0.7+0.3,0.0,1.0); float skylight = mix(0.08, 1.0, SkylightDir); AmbientLightColor *= skylight; #endif #ifndef OVERWORLD_SHADER vec3 AmbientLightColor = vec3(0.5); #endif Indirect_lighting = AmbientLightColor; float indoors = min(max(lightmapCoords.y-0.5,0.0)/0.4,1.0); vec3 FinalColor = (Indirect_lighting + Direct_lighting*indoors) * Albedo; // specular #ifdef FORWARD_SPECULAR vec3 Reflections_Final = vec3(0.0); vec4 Reflections = vec4(0.0); vec3 BackgroundReflection = FinalColor; vec3 SunReflection = vec3(0.0); float SSR_HIT_SKY_MASK = indoors; float roughness = 0.0; float f0 = 0.02; // f0 = 0.9; vec3 reflectedVector = reflect(normalize(viewPos), normals); float normalDotEye = dot(normals, normalize(viewPos)); float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0); fresnel = mix(f0, 1.0, fresnel); #ifdef SNELLS_WINDOW if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0); #endif #if FORWARD_SSR_QUALITY > 0 && defined DH_SCREENSPACE_REFLECTIONS vec3 rtPos = rayTrace(reflectedVector, viewPos, interleaved_gradientNoise_temporal(), fresnel); if (rtPos.z < 0.99999){ vec3 previousPosition = mat3(gbufferModelViewInverse) * DH_toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition; previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz; previousPosition.xy = projMAD(dhPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5; if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.y < 1.0) { Reflections.a = 1.0; Reflections.rgb = texture(colortex5, previousPosition.xy).rgb; } }else{ if (rtPos.x > 0.0 && rtPos.y > 0.0 && rtPos.x < 1.0 && rtPos.y < 1.0) SSR_HIT_SKY_MASK = 1.0; } #endif #ifdef FORWARD_BACKGROUND_REFLECTION BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 1200.0; #endif #if defined OVERWORLD_SHADER && SUN_SPECULAR_MULT > 0 SunReflection = SUN_SPECULAR_MULT * DirectLightColor * Shadows * GGX(normalize(normals), -normalize(viewPos), normalize(WsunVec2), roughness, f0) * (1.0-Reflections.a); #endif Reflections_Final = mix(FinalColor, mix(BackgroundReflection*SSR_HIT_SKY_MASK, Reflections.rgb, Reflections.a), fresnel); Reflections_Final += SunReflection*SSR_HIT_SKY_MASK; gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * fresnel; gl_FragData[0].rgb = clamp(Reflections_Final / gl_FragData[0].a * 0.1,0.0,65000.0); if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0); #else gl_FragData[0].rgb = FinalColor*0.1; #endif // gl_FragData[0].rgb = normals*0.1; #ifdef DH_OVERDRAW_PREVENTION float distancefade = min(max(1.0 - viewDist/clamp(far-16*4, 16, maxOverdrawDistance),0.0)*5,1.0); if(texelFetch(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || distancefade > 0.0){ discard; } #endif #if DEBUG_VIEW == debug_DH_WATER_BLENDING if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0); #endif gl_FragData[1] = vec4(Albedo, material); vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha); #ifdef BIOME_TINT_WATER if (iswater) GLASS_TINT_COLORS.rgb = toLinear(gcolor.rgb); #endif vec4 blockBreak = texelFetch(colortex11, ivec2(gl_FragCoord.xy), 0); if(blockBreak.a > 0.99) { gl_FragData[2] = blockBreak; } else { gl_FragData[2] = vec4(0.0, encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.5); } gl_FragData[3] = vec4(1, 1, encodeVec2(lightmapCoords.x, lightmapCoords.y), 1); } }