mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
518 lines
15 KiB
GLSL
518 lines
15 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/SSBOs.glsl"
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/color_transforms.glsl"
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#include "/lib/projections.glsl"
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#ifdef OVERWORLD_SHADER
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#define WATER_SUN_SPECULAR
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#endif
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uniform vec2 texelSize;
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// uniform int moonPhase;
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uniform float frameTimeCounter;
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uniform sampler2D noisetex;
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex11;
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uniform sampler2D colortex12;
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// uniform sampler2D colortex7;
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uniform sampler2D colortex4;
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uniform sampler2D colortex5;
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#include "/lib/sky_gradient.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/Shadow_Params.glsl"
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in DATA {
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vec4 pos;
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vec4 gcolor;
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vec4 normalMat;
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vec2 lightmapCoords;
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flat int isWater;
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mat4 normalmatrix;
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flat vec3 WsunVec;
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flat vec3 WsunVec2;
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};
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// uniform float far;
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uniform float dhVoxyFarPlane;
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uniform float dhVoxyNearPlane;
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uniform vec3 previousCameraPosition;
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// uniform vec3 cameraPosition;
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// uniform mat4 gbufferModelView;
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uniform mat4 gbufferPreviousModelView;
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// uniform mat4 shadowModelView;
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// uniform mat4 shadowModelViewInverse;
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// uniform mat4 shadowProjection;
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// uniform mat4 shadowProjectionInverse;
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uniform int frameCounter;
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// uniform sampler2D colortex4;
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// uniform mat4 dhPreviousProjection;
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// uniform mat4 dhProjectionInverse;
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// uniform mat4 dhProjection;
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#include "/lib/DistantHorizons_projections.glsl"
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vec3 DH_toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
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vec3 feetPlayerPos = p * 2. - 1.;
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vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
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return viewPos.xyz / viewPos.w;
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}
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vec3 DH_toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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uniform float near;
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float invLinZ (float lindepth){
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return -((2.0*near/lindepth)-far-near)/(far-near);
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}
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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// float DH_ld(float dist) {
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// return (2.0 * dhVoxyNearPlane) / (dhVoxyFarPlane + dhVoxyNearPlane - dist * (dhVoxyFarPlane - dhVoxyNearPlane));
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// }
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// float DH_invLinZ (float lindepth){
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// return -((2.0*dhVoxyNearPlane/lindepth)-dhVoxyFarPlane-dhVoxyNearPlane)/(dhVoxyFarPlane-dhVoxyNearPlane);
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// }
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float DH_ld(float dist) {
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return (2.0 * dhVoxyNearPlane) / (dhVoxyFarPlane + dhVoxyNearPlane - dist * (dhVoxyFarPlane - dhVoxyNearPlane));
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}
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float DH_inv_ld (float lindepth){
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return -((2.0*dhVoxyNearPlane/lindepth)-dhVoxyFarPlane-dhVoxyNearPlane)/(dhVoxyFarPlane-dhVoxyNearPlane);
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}
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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}
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uniform int isEyeInWater;
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uniform float rainStrength;
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#ifdef OVERWORLD_SHADER
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#if defined CUSTOM_MOON_ROTATION && LIGHTNING_SHADOWS > 0
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uniform vec4 lightningBoltPosition;
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uniform float sunElevation;
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#endif
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#include "/lib/scene_controller.glsl"
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#endif
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#ifndef OVERWORLD_SHADER
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#undef WATER_SUN_SPECULAR
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#endif
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float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
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r = max(pow(r,2.5), 0.0001);
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vec3 h = l + v;
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float hn = inversesqrt(dot(h, h));
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float dotLH = clamp(dot(h,l)*hn,0.,1.);
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float dotNH = clamp(dot(h,n)*hn,0.,1.) ;
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNHsq = dotNH*dotNH;
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float denom = dotNHsq * r - dotNHsq + 1.;
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float D = r / (3.141592653589793 * denom * denom);
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float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
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float k2 = .25 * r;
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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float invLdFast(float linearDepth) {
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return (dhVoxyFarPlane * (dhVoxyNearPlane - linearDepth)) / ((dhVoxyNearPlane - dhVoxyFarPlane) * linearDepth);
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}
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#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]
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vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) {
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const float biasAmount = 0.0000015;
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float quality = float(FORWARD_SSR_QUALITY);
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vec3 clipPosition = DH_toClipSpace3(position);
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float rayLength = ((position.z + dir.z * dhVoxyFarPlane*sqrt(3.)) > -dhVoxyNearPlane) ?
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(-dhVoxyNearPlane - position.z) / dir.z : dhVoxyFarPlane*sqrt(3.);
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vec3 direction = DH_toClipSpace3(position + dir * rayLength) - clipPosition; //convert to clip space
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.0, direction) - clipPosition) / direction;
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float mult = min(min(maxLengths.x, maxLengths.y), maxLengths.z);
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vec3 stepv = direction * mult / quality;
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clipPosition.xy *= RENDER_SCALE;
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stepv.xy *= RENDER_SCALE;
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vec3 spos = clipPosition + stepv * dither;
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spos.xy += offsets[framemod8] * texelSize * 0.5 / RENDER_SCALE;
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float minZ = spos.z - 0.00025 / DH_ld(spos.z);
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float maxZ = spos.z;
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for (int i = 0; i <= int(quality); i++) {
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#if DEFERRED_SSR_QUALITY != 1
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if(spos.x < 0 || spos.x > 1 || spos.y < 0 || spos.y > 1) return vec3(1.1);
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#endif
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#ifdef QUARTER_RES_SSR
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float sampleDepth = sqrt(texelFetch(colortex12, ivec2(spos.xy / (texelSize * 4.0)), 0).a / 65000.0);
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float sp = DH_inv_ld(sampleDepth);
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#else
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float sp = texelFetch(dhDepthTex, ivec2(spos.xy /texelSize), 0).r;
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#endif
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if (sp < max(minZ, maxZ) && sp > min(minZ, maxZ)) {
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return vec3(spos.xy / RENDER_SCALE, sp);
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}
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minZ = maxZ - biasAmount / DH_ld(spos.z);
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maxZ += stepv.z;
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spos += stepv;
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}
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return vec3(1.1);
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}
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float interleaved_gradientNoise_temporal(){
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#ifdef TAA
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
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#else
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887);
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#endif
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy ;
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#ifdef TAA
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coord += + (frameCounter%40000) * 2.0;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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vec3 viewToWorld(vec3 viewPos) {
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vec4 pos;
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pos.xyz = viewPos;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = puddle_values;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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//
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return normalize(bump*tbnMatrix);
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}
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#define FORWARD_SPECULAR
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#define FORWARD_BACKGROUND_REFLECTION
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// #define FORWARD_ROUGH_REFLECTION
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#ifdef FORWARD_ROUGH_REFLECTION
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#endif
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/* RENDERTARGETS:2,7,11,14 */
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void main() {
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if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
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bool iswater = isWater > 0;
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vec3 viewPos = pos.xyz;
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vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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float viewDist = length(playerPos);
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// float transition = exp(-25* pow(clamp(1.0 - viewDist/(far-8),0.0,1.0),2));
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#if DH_CHUNK_FADING > 0
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if (!iswater){
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float ditherFade = smoothstep(0.86 * far, 0.9 * far, viewDist);
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if (step(R2_dither()/ditherFade, ditherFade) == 0.0) discard;
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}
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#endif
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float material = 0.7;
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if(iswater) material = 1.0;
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vec3 normals = normalize(normalMat.xyz);
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if (!gl_FrontFacing) normals = -normals;
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vec3 worldSpaceNormals = mat3(gbufferModelViewInverse) * normals;
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#ifdef DH_OVERDRAW_PREVENTION
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#if OVERDRAW_MAX_DISTANCE == 0
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float maxOverdrawDistance = far;
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#else
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float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
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#endif
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if(viewDist < clamp(far-16*4, 16, maxOverdrawDistance) ){ discard; return;}
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#endif
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vec3 waterNormals = worldSpaceNormals;
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#ifndef VANILLA_LIKE_WATER
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if(iswater && abs(worldSpaceNormals.y) > 0.1){
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vec3 waterPos = (playerPos+cameraPosition).xzy;
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vec3 bump = normalize(getWaveNormal(waterPos, playerPos));
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float bumpmult = WATER_WAVE_STRENGTH;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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waterNormals.xz = bump.xy;
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}
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#endif
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normals = worldToView(waterNormals);
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gl_FragData[0] = gcolor;
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float UnchangedAlpha = gl_FragData[0].a;
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#ifdef WhiteWorld
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gl_FragData[0].rgb = vec3(0.5);
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gl_FragData[0].a = 1.0;
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#endif
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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#ifndef WhiteWorld
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#ifdef VANILLA_LIKE_WATER
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if (iswater) Albedo *= sqrt(luma(Albedo));
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#else
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if (iswater){
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Albedo = vec3(0.0);
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gl_FragData[0].a = 1.0/255.0;
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}
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#endif
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#endif
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// diffuse
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vec3 Indirect_lighting = vec3(0.0);
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// vec3 MinimumLightColor = vec3(1.0);
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vec3 Direct_lighting = vec3(0.0);
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#ifdef OVERWORLD_SHADER
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vec3 DirectLightColor = lightSourceColorSSBO/2400.0;
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float NdotL = clamp(dot(worldSpaceNormals, WsunVec),0.0,1.0);
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NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
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float Shadows = 1.0;
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * pos.xyz + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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#else
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float distortFactor = 1.0;
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#endif
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float smallbias = -0.0035;
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bool ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0;
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if(ShadowBounds){
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Shadows = 0.0;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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Shadows = texture(shadow, projectedShadowPosition + vec3(0.0,0.0, smallbias)).x;
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}
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#endif
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Shadows *= GetCloudShadow(playerPos + cameraPosition, WsunVec);
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Direct_lighting = DirectLightColor * NdotL * Shadows;
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vec3 AmbientLightColor = averageSkyCol_CloudsSSBO/900.0 ;
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vec3 indirectNormal = worldSpaceNormals.xyz / dot(abs(worldSpaceNormals.xyz), vec3(1.0));
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float SkylightDir = clamp(indirectNormal.y*0.7+0.3,0.0,1.0);
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float skylight = mix(0.08, 1.0, SkylightDir);
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AmbientLightColor *= skylight;
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#endif
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#ifndef OVERWORLD_SHADER
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vec3 AmbientLightColor = vec3(0.5);
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#endif
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Indirect_lighting = AmbientLightColor;
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float indoors = min(max(lightmapCoords.y-0.5,0.0)/0.4,1.0);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting*indoors) * Albedo;
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// specular
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#ifdef FORWARD_SPECULAR
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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vec3 BackgroundReflection = FinalColor;
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vec3 SunReflection = vec3(0.0);
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float SSR_HIT_SKY_MASK = indoors;
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float roughness = 0.0;
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float f0 = 0.02;
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// f0 = 0.9;
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vec3 reflectedVector = reflect(normalize(viewPos), normals);
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float normalDotEye = dot(normals, normalize(viewPos));
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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fresnel = mix(f0, 1.0, fresnel);
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#ifdef SNELLS_WINDOW
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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#endif
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#if FORWARD_SSR_QUALITY > 0 && defined DH_SCREENSPACE_REFLECTIONS
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vec3 rtPos = rayTrace(reflectedVector, viewPos, interleaved_gradientNoise_temporal(), fresnel);
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if (rtPos.z < 0.99999){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * DH_toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(dhPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.y < 1.0) {
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Reflections.a = 1.0;
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Reflections.rgb = texture(colortex5, previousPosition.xy).rgb;
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}
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}else{
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if (rtPos.x > 0.0 && rtPos.y > 0.0 && rtPos.x < 1.0 && rtPos.y < 1.0) SSR_HIT_SKY_MASK = 1.0;
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}
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#endif
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#ifdef FORWARD_BACKGROUND_REFLECTION
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BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 1200.0;
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#endif
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#if defined OVERWORLD_SHADER && SUN_SPECULAR_MULT > 0
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SunReflection = SUN_SPECULAR_MULT * DirectLightColor * Shadows * GGX(normalize(normals), -normalize(viewPos), normalize(WsunVec2), roughness, f0) * (1.0-Reflections.a);
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#endif
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Reflections_Final = mix(FinalColor, mix(BackgroundReflection*SSR_HIT_SKY_MASK, Reflections.rgb, Reflections.a), fresnel);
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Reflections_Final += SunReflection*SSR_HIT_SKY_MASK;
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gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * fresnel;
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gl_FragData[0].rgb = clamp(Reflections_Final / gl_FragData[0].a * 0.1,0.0,65000.0);
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|
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if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0);
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#else
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gl_FragData[0].rgb = FinalColor*0.1;
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#endif
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// gl_FragData[0].rgb = normals*0.1;
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#ifdef DH_OVERDRAW_PREVENTION
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float distancefade = min(max(1.0 - viewDist/clamp(far-16*4, 16, maxOverdrawDistance),0.0)*5,1.0);
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if(texelFetch(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || distancefade > 0.0){
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gl_FragData[0].a = 0.0;
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material = 0.0;
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}
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#endif
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#endif
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gl_FragData[1] = vec4(Albedo, material);
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vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
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|
|
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#ifdef BIOME_TINT_WATER
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if (isWater) GLASS_TINT_COLORS.rgb = toLinear(gcolor.rgb);
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#endif
|
|
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vec4 blockBreak = texelFetch(colortex11, ivec2(gl_FragCoord.xy), 0);
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|
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if(blockBreak.a > 0.99) {
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gl_FragData[2] = blockBreak;
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} else {
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gl_FragData[2] = vec4(encodeVec2(vec2(0.5)), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.0);
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}
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|
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gl_FragData[3] = vec4(1, 1, encodeVec2(lightmapCoords.x, lightmapCoords.y), 1);
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}
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} |