Files
Eclipse-Shader/shaders/dimensions/composite4.fsh
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2026-04-01 02:52:10 +02:00

959 lines
35 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/SSBOs.glsl"
#ifdef OVERWORLD_SHADER
in DATA {
flat vec3 WsunVec;
flat vec3 WmoonVec;
};
#endif
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#define dhVoxyDepthTex dhDepthTex
#define dhVoxyDepthTex1 dhDepthTex1
#endif
#ifdef VOXY
uniform sampler2D vxDepthTexOpaque;
uniform sampler2D vxDepthTexTrans;
#define dhVoxyDepthTex vxDepthTexTrans
#define dhVoxyDepthTex1 vxDepthTexOpaque
#endif
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex9;
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex12;
uniform sampler2D colortex13;
uniform sampler2D colortex14;
uniform vec2 texelSize;
uniform float viewHeight;
uniform float viewWidth;
uniform float nightVision;
uniform float fogEnd;
uniform vec3 fogColor;
uniform vec3 sunVec;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float far;
uniform float near;
uniform float farPlane;
uniform float dhVoxyNearPlane;
uniform float dhVoxyFarPlane;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferProjection;
uniform mat4 gbufferPreviousProjection;
uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
uniform int hideGUI;
uniform int dhVoxyRenderDistance;
uniform int isEyeInWater;
uniform ivec2 eyeBrightnessSmooth;
uniform ivec2 eyeBrightness;
uniform float rainStrength;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
uniform float caveDetection;
uniform float sunElevation;
#if defined CUMULONIMBUS_LIGHTNING && defined OVERWORLD_SHADER && CUMULONIMBUS > 0
uniform vec4 lightningBoltPosition;
#include "/lib/scene_controller.glsl"
uniform sampler2D lightningTex1;
uniform sampler2D lightningTex2;
uniform sampler2D lightningTex3;
uniform sampler2D lightningTex4;
uniform sampler2D lightningTex5;
uniform sampler2D lightningTex6;
uniform sampler2D lightningTex7;
uniform sampler2D lightningTex8;
uniform sampler2D lightningTex9;
uniform sampler2D lightningTex10;
uniform sampler2D lightningTex11;
uniform sampler2D lightningTex12;
uniform sampler2D lightningTex13;
uniform sampler2D lightningTex14;
uniform sampler2D lightningTex15;
uniform sampler2D lightningTex16;
#define LIGHTNINGONLY
#include "/lib/volumetricClouds.glsl"
#else
uniform int worldDay;
#endif
#if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0
layout (rgba16f) uniform image2D cloudDepthTex;
#endif
#include "/lib/waterBump.glsl"
#include "/lib/res_params.glsl"
#ifdef OVERWORLD_SHADER
#include "/lib/climate_settings.glsl"
#endif
#include "/lib/sky_gradient.glsl"
#if RAINBOW > 0 && defined OVERWORLD_SHADER
uniform float rainbowAmount;
#include "/lib/hsv.glsl"
#endif
uniform float eyeAltitude;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
// float ld(float depth) {
// return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
// }
float convertHandDepth(float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
float linearize(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 playerPos = p * 2. - 1.;
vec4 fragposition = iProjDiag * playerPos.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
#include "/lib/DistantHorizons_projections.glsl"
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 ) ;
}
float blueNoise(){
#ifdef TAA
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
#endif
}
vec4 blueNoise(vec2 coord){
return texelFetch(colortex6, ivec2(coord)%512 , 0) ;
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
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);
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
vec3 decode (vec2 encn){
vec3 n = vec3(0.0);
encn = encn * 2.0 - 1.0;
n.xy = abs(encn);
n.z = 1.0 - n.x - n.y;
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
return clamp(normalize(n.xyz),-1.0,1.0);
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec2 clampUV(in vec2 uv, vec2 texcoord){
// return uv;
// get the gradient when a refracted axis and non refracted axis go above 1.0 or below 0.0
// use this gradient to lerp between refracted and non refracted uv
// the goal of this is to stretch the uv back to normal when the refracted image exposes off screen uv
// emphasis on *stretch*, as i want the transition to remain looking like refraction, not a sharp cut.
float vignette = max(uv.x * texcoord.x, 0.0);
vignette = max(uv.y * texcoord.y, vignette);
vignette = max((uv.x-1.0) * (texcoord.x-1.0), vignette);
vignette = max((uv.y-1.0) * (texcoord.y-1.0), vignette);
vignette *= vignette*vignette*vignette*vignette;
return clamp(mix(uv, texcoord, vignette),0.0,0.9999999);
}
vec3 doRefractionEffect( inout vec2 passTexcoord, vec2 normal, float linearDistance, bool isReflectiveEntity, bool underwater){
// correct normal directions to match texcoord directions (right facing X, up facing Y)
normal.y = -normal.y;
vec2 texcoord = passTexcoord;
vec3 color = vec3(0.0);
float refractAmount = float(FAKE_REFRACTION_AMOUNT)/4.0;
float dispersionAmount = float(FAKE_DISPERSION_AMOUNT)/4.0;
float smudgeAmount = float(REFRACTION_SMUDGE_AMOUNT)/4.0;
refractAmount *= 0.5 / (1.0 + pow(linearDistance,0.8) * (underwater ? 0.1 : 1.0));
if(isReflectiveEntity) refractAmount *= 0.5;
dispersionAmount *= 0.035;
smudgeAmount *= 0.035;
vec2 dispersion = (clamp(normal, -0.2, 0.2) / 0.2);
#if REFRACTION_SMUDGE_AMOUNT > 0
vec2 smudge = smudgeAmount * dispersion * (blueNoise()-0.5);
#else
vec2 smudge = vec2(0.0, 0.0);
#endif
dispersion *= dispersionAmount;
#if FAKE_DISPERSION_AMOUNT > 0
// do not offset texcoord if alpha is 1.0
refractAmount *= min( decodeVec2(texelFetch(colortex11, ivec2(clampUV(texcoord - ((normal + dispersion) + smudge)*refractAmount, texcoord)/texelSize),0).b).g,
decodeVec2(texelFetch(colortex11, ivec2(clampUV(texcoord - ((normal - dispersion) + smudge)*refractAmount, texcoord)/texelSize),0).b).g ) > 0.0 ? 1.0 : 0.0;
// create offsets
vec2 offsetTexcoord = clampUV(texcoord - (normal + smudge)*refractAmount, texcoord);
passTexcoord = offsetTexcoord;
// sample color with offsetted texcoord. in this case, the red and blue channels have offsets in opposite directions for a dispersion effect.
color.g = texture(colortex3, offsetTexcoord).g;
offsetTexcoord = clampUV(texcoord - ((normal + dispersion) + smudge)*refractAmount, texcoord);
color.r = texture(colortex3, offsetTexcoord).r;
offsetTexcoord = clampUV(texcoord - ((normal - dispersion) + smudge)*refractAmount, texcoord);
color.b = texture(colortex3, offsetTexcoord).b;
#else
// do not offset texcoord if alpha is 1.0
refractAmount *= decodeVec2(texelFetch(colortex11, ivec2(clampUV(texcoord - (normal + smudge)*refractAmount, texcoord)/texelSize),0).b).g > 0.0 ? 1.0 : 0.0;
// create offsets
vec2 offsetTexcoord = clampUV(texcoord - (normal + smudge)*refractAmount, texcoord);
passTexcoord = offsetTexcoord;
// sample color with distorted texcoords
color.rgb = texture(colortex3, offsetTexcoord).rgb;
#endif
return color;
}
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) {
#if defined DISTANT_HORIZONS || defined VOXY
mat4 projectionMatrix = depthCheck ? dhVoxyProjectionPrev : gbufferPreviousProjection;
return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#else
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
#endif
}
vec4 bilateralUpsample(vec2 fragcoord, sampler2D colortex, out float outerEdgeResults, float referenceDepth, sampler2D depth, bool hand, const int behindTranslucents){
vec4 colorSum = vec4(0.0);
float edgeSum = 0.0;
#if defined DISTANT_HORIZONS || defined VOXY
const float threshold = 0.05;
#else
const float threshold = 0.005;
#endif
#ifdef HQ_CLOUD_UPSAMPLE
const int samples = 9;
#else
const int samples = 5;
#endif
vec2 coord = fragcoord - 1.5;
vec2 UV = coord;
const ivec2 SCALE = ivec2(1.0/VL_RENDER_SCALE);
ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_SCALE)*SCALE;
ivec2 UV_COLOR = ivec2(UV*VL_RENDER_SCALE);
ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1);
const ivec2 OFFSET[9] = ivec2[9](
ivec2(-1,-1),
ivec2( 1, 1),
ivec2(-1, 1),
ivec2( 1,-1),
ivec2( 0, 0),
ivec2( 0, 1),
ivec2( 0,-1),
ivec2( 1, 0),
ivec2(-1, 0)
);
for(int i = 0; i < samples; i++) {
#if defined DISTANT_HORIZONS || defined VOXY
float offsetDepth = sqrt(texelFetch(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0)[behindTranslucents]);
#else
float offsetDepth = linearize(texelFetch(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r);
#endif
float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7;
outerEdgeResults = max(outerEdgeResults, abs(referenceDepth - offsetDepth));
vec4 offsetColor = texelFetch(colortex, UV_COLOR + OFFSET[i] + UV_NOISE, 0);
colorSum += offsetColor*edgeDiff;
edgeSum += edgeDiff;
}
outerEdgeResults = outerEdgeResults > (hand ? 0.005 : referenceDepth*0.05 + 0.1) ? 1.0 : 0.0;
return colorSum / edgeSum;
}
vec4 VLTemporalFiltering(vec3 playerPosIn, in float referenceDepth, sampler2D depth, bool hand){
vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
vec2 offsetTexcoord = clamp(gl_FragCoord.xy*texelSize, screenEdges, 1.0-screenEdges);
vec2 VLtexCoord = offsetTexcoord * VL_RENDER_SCALE;
// get previous frames position stuff for UV
vec3 playerPos = playerPosIn + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
previousPosition = toClipSpace3Prev(previousPosition);
vec2 velocity = previousPosition.xy - offsetTexcoord;
previousPosition.xy = offsetTexcoord + velocity;
vec4 currentFrame = texture(colortex0, VLtexCoord);
// return vec4(outerEdgeResults,0,0,1);
// return upsampledCurrentFrame;
if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
// to fill pixel gaps in geometry edges, do a bilateral upsample.
// pass a mask to only show upsampled color around the edges of blocks. this is so it doesnt blur reprojected results.
float outerEdgeResults = 0.0;
vec4 upsampledCurrentFrame = bilateralUpsample(gl_FragCoord.xy , colortex0, outerEdgeResults, referenceDepth, depth, hand, 2);
// vec4 upsampledCurrentFrame = BilateralUpscale(colortex0, depth, gl_FragCoord.xy - 1.5, referenceDepth);
vec4 col1 = texture(colortex0, VLtexCoord + vec2( texelSize.x, texelSize.y));
vec4 col2 = texture(colortex0, VLtexCoord + vec2( texelSize.x, -texelSize.y));
vec4 col3 = texture(colortex0, VLtexCoord + vec2(-texelSize.x, -texelSize.y));
vec4 col4 = texture(colortex0, VLtexCoord + vec2(-texelSize.x, texelSize.y));
vec4 col5 = texture(colortex0, VLtexCoord + vec2( 0.0, texelSize.y));
vec4 col6 = texture(colortex0, VLtexCoord + vec2( 0.0, -texelSize.y));
vec4 col7 = texture(colortex0, VLtexCoord + vec2(-texelSize.x, 0.0));
vec4 col8 = texture(colortex0, VLtexCoord + vec2( texelSize.x, 0.0));
vec4 colMax = max(currentFrame,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
vec4 colMin = min(currentFrame,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
vec4 frameHistory = texture(colortex10, previousPosition.xy*RENDER_SCALE);
vec4 clampedFrameHistory = clamp(frameHistory, colMin, colMax);
float blendingFactor = 0.1;
// variance
if(abs(clampedFrameHistory.a - frameHistory.a) > 0.1) blendingFactor = 1.0;
vec4 reprojectFrame = mix(clampedFrameHistory, currentFrame, blendingFactor);
// return clamp(reprojectFrame,0.0,65000.0);
return clamp(mix(reprojectFrame, upsampledCurrentFrame, outerEdgeResults),0.0,65000.0);
}
uniform float waterEnteredAltitude;
void blendAllFogTypes( inout vec3 color, inout float bloomyFogMult, vec4 volumetrics, float linearDistance, vec3 playerPos, vec3 cameraPosition, bool isSky, bool isLightning){
// blend cave fog
#if defined OVERWORLD_SHADER && defined CAVE_FOG
if (isEyeInWater == 0 && eyeAltitude < 1500){
vec3 cavefogCol = vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B) * 0.3;
cavefogCol *= 1.0-pow(1.0-pow(1.0 - max(1.0 - linearDistance/far,0),2),CaveFogFallOff);
cavefogCol *= exp(-7.0*clamp(playerPos.y*0.5+0.5,0,1)) * 0.999 + 0.001;
float skyhole = pow(clamp(1.0-pow(max(playerPos.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2);
#if CAVE_DETECTION < 2
#if CAVE_DETECTION == 1
float caveFactor = 1.0 - smoothstep(60.0, 63.0, cameraPosition.y);
#else
const float caveFactor = 1.0;
#endif
#else
const float caveFactor = 0.0;
#endif
color.rgb = mix(color.rgb + cavefogCol * caveDetection, cavefogCol, isSky ? skyhole * caveDetection * caveFactor: 0.0);
}
#endif
/// water absorption; it is completed when volumetrics are blended.
if(isEyeInWater == 1){
vec3 totEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 scatterCoef = Dirt_Amount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
float distanceFromWaterSurface = playerPos.y + 1.0 + (cameraPosition.y - waterEnteredAltitude)/waterEnteredAltitude;
distanceFromWaterSurface = clamp(distanceFromWaterSurface,0,1);
vec3 transmittance = exp(-totEpsilon * linearDistance);
color.rgb *= transmittance;
vec3 transmittance2 = exp(-totEpsilon * 50.0);
float fogfade = 1.0 - max((1.0 - linearDistance / min(far, 16.0*7.0) ),0);
color.rgb += (transmittance2 * scatterCoef) * fogfade;
bloomyFogMult *= dot(transmittance,vec3(0.3333))*0.75 + 0.25;
}
/// blend volumetrics
if(!isLightning) color = color * volumetrics.a;
color += volumetrics.rgb;
// make bloomy fog only work outside of the overworld (unless underwater)
#if !defined OVERWORLD_SHADER
bloomyFogMult = min(bloomyFogMult, volumetrics.a);
#endif
// blend vanilla fogs (blindness, darkness, lava, powdered snow)
if(isEyeInWater > 1 || blindness > 0 || darknessFactor > 0){
float enviornmentFogDensity = 1.0 - clamp(linearDistance/fogEnd,0,1);
enviornmentFogDensity = 1.0 - enviornmentFogDensity*enviornmentFogDensity;
enviornmentFogDensity *= enviornmentFogDensity;
enviornmentFogDensity = mix(enviornmentFogDensity, 1.0, min(darknessLightFactor*2.0,1));
color = mix(color, toLinear(fogColor), enviornmentFogDensity);
}
}
void blendForwardRendering( inout vec3 color, vec4 translucentShader ){
// REMEMBER that forward rendered color is written as color.rgb/10.0, invert it.
if(translucentShader.a > 0) {
color = color * (1.0 - translucentShader.a) + translucentShader.rgb * 10.0;
}
}
float getBorderFogDensity(float linearDistance, vec3 playerPos, bool sky){
if(sky) return 0.0;
#if defined DISTANT_HORIZONS || defined VOXY
float borderFogDensity = smoothstep(1.0, 0.0, min(max(1.0 - linearDistance / dhVoxyRenderDistance,0.0)*3.0/BorderFogIntensity,1.0) );
#else
float borderFogDensity = smoothstep(1.0, 0.0, min(max(1.0 - linearDistance / far,0.0)*3.0/BorderFogIntensity,1.0) );
#endif
borderFogDensity *= exp(-10.0 * pow(clamp(playerPos.y,0.0,1.0)*4.0,2.0));
borderFogDensity *= (1.0-caveDetection);
return borderFogDensity;
}
#if AURORA_LOCATION > 0
uniform float auroraAmount;
#include "/lib/aurora.glsl"
#endif
void main() {
/* RENDERTARGETS:7,3,10 */
////// --------------- SETUP STUFF --------------- //////
vec2 texcoord = gl_FragCoord.xy*texelSize;
float depth = texelFetch(depthtex0, ivec2(gl_FragCoord.xy),0).x;
bool hand = depth < 0.56;
float z = depth;
float frDepth = linearize(z);
#if defined DISTANT_HORIZONS || defined VOXY
float DH_depth0 = 0.0;
bool isDHrange = z >= 1.0;
if(isDHrange) DH_depth0 = texelFetch(dhVoxyDepthTex, ivec2(gl_FragCoord.xy),0).x;
bool isSky = DH_depth0 >= 1.0;
#else
bool isSky = z >= 1.0;
float DH_depth0 = 1.0;
#endif
#if !defined DISTANT_HORIZONS && !defined VOXY || (AURORA_LOCATION > 0 && defined OVERWORLD_SHADER)
float z2 = texelFetch(depthtex1, ivec2(gl_FragCoord.xy),0).x;
#endif
#if AURORA_LOCATION > 0 && defined OVERWORLD_SHADER
#if defined DISTANT_HORIZONS || defined VOXY
float DH_depth1 = texelFetch(dhVoxyDepthTex, ivec2(gl_FragCoord.xy),0).x;
bool isSkyTranslucent = z2 >= 1.0 && DH_depth1 >= 1.0;
#else
bool isSkyTranslucent = z2 >= 1.0;
#endif
#endif
vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth0);
vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
float linearDistance = length(playerPos);
float linearDistance_cylinder = length(playerPos.xz);
vec3 playerPos_normalized = normalize(playerPos);
#if !defined DISTANT_HORIZONS && !defined VOXY
vec3 viewPos_alt = toScreenSpace(vec3(texcoord/RENDER_SCALE, z2));
vec3 playerPos_alt = mat3(gbufferModelViewInverse) * viewPos_alt + gbufferModelViewInverse[3].xyz;
float linearDistance_cylinder_alt = length(playerPos_alt.xz);
#endif
// float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2.) ,0.0,1.0);
// float lightleakfixfast = clamp(eyeBrightness.y/240.,0.0,1.0);
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
// float opaqueMasks = decodeVec2(texture(colortex1,texcoord).a).y;
// bool isOpaque_entity = abs(opaqueMasks-0.45) < 0.01;
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
vec4 data = texelFetch(colortex11,ivec2(texcoord/texelSize),0).rgba;
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g));
vec2 unpack1 = decodeVec2(data.b);
vec4 albedo = vec4(unpack0.ba,unpack1);
vec2 tangentNormals = unpack0.xy*2.0-1.0;
bool nameTagMask = abs(data.a - 0.1) < 0.01;
float nametagbackground = nameTagMask ? 0.25 : 1.0;
if(albedo.a < 0.01) tangentNormals = vec2(0.0);
////// --------------- UNPACK MISC --------------- //////
// 1.0 = water mask
// 0.9 = entity mask
// 0.8 = reflective entities
// 0.7 = reflective blocks
float translucentMasks = texelFetch(colortex7, ivec2(gl_FragCoord.xy),0).a;
bool isWater = translucentMasks > 0.99;
bool isReflectiveEntity = abs(translucentMasks - 0.2) < 0.01;
bool isReflective = abs(translucentMasks - 0.1) < 0.01 || isWater || isReflectiveEntity;
bool isEntity = abs(translucentMasks - 0.4) < 0.01 || isReflectiveEntity;
////// --------------- get volumetrics
#if defined DISTANT_HORIZONS || defined VOXY
float DH_mixedLinearZ = sqrt(texelFetch(colortex9,ivec2(gl_FragCoord.xy),0).z);
vec4 temporallyFilteredVL = VLTemporalFiltering(playerPos, DH_mixedLinearZ, colortex9, hand);
#else
vec4 temporallyFilteredVL = VLTemporalFiltering(playerPos, frDepth, depthtex0, hand);
#endif
gl_FragData[2] = temporallyFilteredVL;
float bloomyFogMult = 1.0;
////// --------------- MAIN COLOR BUFFER
////// --------------- distort texcoords as a refraction effect
vec2 refractedCoord = texcoord;
#if FAKE_REFRACTION_AMOUNT > 0
vec3 color;
#if defined DISTANT_HORIZONS || defined VOXY
bool isLOD = abs(data.a - 0.5) < 0.01;
if(isDHrange || hand || isLOD) {
color = texture(colortex3, texcoord).rgb;
}
else
#endif
{
color = doRefractionEffect(refractedCoord, tangentNormals.xy, linearDistance, isReflectiveEntity, isWater && isEyeInWater == 1);
}
#else
vec3 color = texture(colortex3, texcoord).rgb;
#endif
////// --------------- lightning effect
bool isLightning = false;
#if defined OVERWORLD_SHADER && defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 && defined VOLUMETRIC_CLOUDS
vec2 cloudDepth = imageLoad(cloudDepthTex, ivec2(gl_FragCoord.xy*VL_RENDER_SCALE*RENDER_SCALE)).rg;
vec3 lightningpos = vec3(getLightningPosition(600, 4680));
//lightningpos = vec3(0,0,1);
float lightningDist = length(lightningpos);
if ((lightningDist < cloudDepth.r || cloudDepth.r == 0.0) && (thunderStrength > 0.0 || rainStrength == 0.0)) {
vec2 tc = (gl_FragCoord.xy - 0.5)*texelSize;
float depth = z;
float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
float uvScalar = 3.0 * CUSTOM_LIGHTNING_SCALE;
vec3 normLightningpos = normalize(lightningpos);
vec3 worldDir = normalize(mat3(gbufferModelViewInverse) * toScreenSpace(vec3(texcoord /RENDER_SCALE,1.0)));
vec3 tangent = normalize(cross(normLightningpos, vec3(0.0, 1.0, 0.0)));
vec3 binormal = cross(normLightningpos, tangent);
vec3 dirDiff = worldDir - normLightningpos;
float u = -1.0;
float v = -1.0;
vec4 lightningTex = vec4(0.0);
if (dot(worldDir, normLightningpos) > 0.0) {
u = dot(dirDiff, tangent) + 0.5/uvScalar;
v = 0.55*dot(dirDiff, binormal) + 0.1/uvScalar;
vec2 uv = vec2(u, v) * uvScalar;
float randomTex = 16.0*rand(lightningTimer*72.82723486);
#if CUSTOM_LIGHTNING_TEX > 0
randomTex = CUSTOM_LIGHTNING_TEX - 1.0;
#endif
// TODO: There has to be a better way to do this.............
if (randomTex < 1.0) {
lightningTex = texture(lightningTex1, uv);
} else if (randomTex < 2.0) {
lightningTex = texture(lightningTex2, uv);
} else if (randomTex < 3.0) {
u = 1.3*dot(dirDiff, tangent) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex3, uv);
} else if (randomTex < 4.0) {
lightningTex = texture(lightningTex4, uv);
} else if (randomTex < 5.0) {
lightningTex = texture(lightningTex5, uv);
} else if (randomTex < 6.0) {
u = 1.25*dot(dirDiff, tangent) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex6, uv);
} else if (randomTex < 7.0) {
lightningTex = texture(lightningTex7, uv);
} else if (randomTex < 8.0) {
lightningTex = texture(lightningTex8, uv);
} else if (randomTex < 9.0) {
u = 1.4*dot(dirDiff, tangent) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex9, uv);
} else if (randomTex < 10.0) {
lightningTex = texture(lightningTex10, uv);
} else if (randomTex < 11.0) {
u = 0.5*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex11, uv);
} else if (randomTex < 12.0) {
u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex12, uv);
} else if (randomTex < 13.0) {
u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex13, uv);
} else if (randomTex < 14.0) {
u = 0.5*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex14, uv);
} else if (randomTex < 15.0) {
u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex15, uv);
} else {
u = 0.4*dot(dirDiff, tangent)+0.5/uvScalar;
v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar;
uv = vec2(u, v) * uvScalar;
lightningTex = texture(lightningTex16, uv);
}
lightningTex.rgb *= vec3(CUSTOM_LIGHTNING_R, CUSTOM_LIGHTNING_G, CUSTOM_LIGHTNING_B) * CUMULONIMBUS_LIGHTNING_BRIGHTNESS * 0.01;
if(cloudDepth.g > 0.0) lightningTex.rgb *= smoothstep(7000.0, 1500.0, lightningDist - cloudDepth.g);
if(lightningTex.rgb != vec3(0.0)) {
#if defined CUSTOM_LIGHTNING_POS && CUSTOM_LIGHTNING_TEX > 0
lightningTex.a *= pow(lightningTex.a, 2.0);
lightningTex.rgb *= 75;
#else
lightningTex.a *= pow(lightningTex.a, lightningStart); // fade alpha in for cool expansion effect
lightningTex.rgb += 120 * lightningMid * lightningTex.rgb; // bright flash in the middle
lightningTex.rgb *= 75 * lightningFade; // fade out
#endif
}
if (length(lightningTex.rgb) == 0.0) lightningTex.a = 0.0;
}
// bool isSky = z0 == 1.0 && DH_z0 == 1.0;
bool oneTexOnly = u > 0 && v > 0 && u*uvScalar < 1 && v*uvScalar < 1;
if (lightningTex.a > 0.01 && oneTexOnly && isSky) {
color = lightningTex.rgb * lightningFlash;
isLightning = true;
}
}
#endif
////// --------------- get volumetrics behind translucents
float blank = 0.0;
#if defined DISTANT_HORIZONS || defined VOXY
DH_mixedLinearZ = sqrt(texelFetch(colortex9,ivec2(gl_FragCoord.xy),0).a);
vec4 VLBehindTranslucents = bilateralUpsample(refractedCoord/texelSize, colortex13, blank, DH_mixedLinearZ, colortex9, hand, 3);
#else
vec4 VLBehindTranslucents = bilateralUpsample(refractedCoord/texelSize, colortex13, blank, linearize(texelFetch(depthtex1, ivec2(refractedCoord/texelSize),0).x), depthtex1, hand, 3);
#endif
////// --------------- START BLENDING FOGS AND FORWARD RENDERED COLOR
vec4 TranslucentShader = texelFetch(colortex2, ivec2(gl_FragCoord.xy), 0);
bool translucentCheck = TranslucentShader.a > 0.0 && TranslucentShader.a < 1.0;
////// --------------- AURORA
#if AURORA_LOCATION > 0 && defined OVERWORLD_SHADER
if (WsunVec.y < 0.0 && temporallyFilteredVL.a > 0.001 && VLBehindTranslucents.a > 0.001 && isSkyTranslucent
#if AURORA_LOCATION < 2
&& auroraAmount > 0.001
#endif
#ifdef AURORA_MOON
&& WmoonVec.y < 0.1
#endif
#if AURORA_CHANCE < 100
&& hash_aurora(float(worldDay)) <= 0.01 * float(AURORA_CHANCE)
#endif
)
{
vec3 aurora = 0.0875*aurora(playerPos_normalized, 21, blueNoise(), WmoonVec.y, WsunVec.y);
color += aurora;
}
#endif
// ensure that bloomy fog mask in this VLBehindTranslucents.a does not darken outside of glass areas.
if(translucentCheck) color.rgb = color.rgb * VLBehindTranslucents.a + VLBehindTranslucents.rgb;
// to avoid bloomy fog applying to the surface of water, and the clouds, swap between high and low quality VL buffers.
bloomyFogMult *= isWater ? temporallyFilteredVL.a * 0.75 + 0.25 : (TranslucentShader.a < 0.9995 ? VLBehindTranslucents.a * 0.75 + 0.25 : 1.0);
// blend border fog. be sure to blend before and after forward rendered color blends.
#if defined BorderFog && defined OVERWORLD_SHADER
float borderFogDensity = getBorderFogDensity(linearDistance_cylinder, playerPos_normalized, isSky);
vec4 borderFog;
#if !defined SKY_GROUND
borderFog.rgb = skyFromTex(playerPos_normalized, colortex4)/1200.0 * Sky_Brightness;
#else
borderFog.rgb = skyGroundColSSBO / 1200.0 * Sky_Brightness;
#endif
borderFog.a = borderFogDensity;
#if !defined DISTANT_HORIZONS && !defined VOXY
if(!isWater) color = mix(color, borderFog.rgb, getBorderFogDensity(linearDistance_cylinder_alt, normalize(playerPos_alt), z2 >= 1.0 || !translucentCheck));
#endif
#else
vec4 borderFog = vec4(0.0);
#endif
// apply block breaking effect.
bool isBlockBreaking = data.a > 0.99;
if(albedo.a > 0.01 && !isWater && !isEntity && isBlockBreaking && !hand) color = mix(color*6.0, color, luma(albedo.rgb)) * albedo.rgb;
// apply multiplicative color blend for glass n stuff
#ifdef Glass_Tint
if(
#ifndef BIOME_TINT_WATER
!isWater &&
#endif
translucentCheck && !isBlockBreaking) color *= mix(normalize(albedo.rgb+1e-7), vec3(1.0), max(borderFog.a, min(max(0.1-albedo.a,0.0) * 10.0,1.0))) ;
#endif
// blend forward rendered programs onto the color.
blendForwardRendering(color, TranslucentShader);
#if defined BorderFog && defined OVERWORLD_SHADER
color = mix(color, borderFog.rgb, borderFogDensity);
#endif
// tweaks to VL for nametag rendering
#if defined IS_IRIS
temporallyFilteredVL.a = min(temporallyFilteredVL.a + (1.0-nametagbackground),1.0);
temporallyFilteredVL.rgb *= nametagbackground;
#endif
// blend all fog types. volumetric fog, volumetric clouds, distance based fogs for lava, powdered snow, blindness, and darkness.
blendAllFogTypes(color, bloomyFogMult, temporallyFilteredVL, linearDistance, playerPos_normalized, cameraPosition, isSky, isLightning);
////// --------------- RAINBOW
#if RAINBOW > 0 && defined OVERWORLD_SHADER
#if RAINBOW > 1
float rainbowAmount = 1.0;
#endif
float cosAngle = dot(-WsunVec, playerPos_normalized);
if (isEyeInWater == 0 && rainbowAmount > 0.0 && cosAngle < 0.7431448 && cosAngle > 0.7071068) {
#if defined DISTANT_HORIZONS || defined VOXY
float clippingDistance = dhVoxyFarPlane;
#else
float clippingDistance = 4.0 * far;
#endif
if (RAINBOW_DISTANCE > 0.99999*clippingDistance) {
if (linearDistance > 0.99999*clippingDistance) linearDistance = 1.1 * RAINBOW_DISTANCE; // allow rainbow distances greater than clipping distance
}
float angleFromSun = degrees(acos(cosAngle));
float rainbowHue = 1.0 - smoothstep(41.4, 44.0, angleFromSun); // remove the red at the bottom
vec3 rainbowColor = HsvToRgb(vec3(rainbowHue, 1.0, RAINBOW_BRIGHTNESS)) * smoothstep(42.0, 43.0, angleFromSun) * smoothstep(44.0, 43.0, angleFromSun);
rainbowColor *= smoothstep(RAINBOW_DISTANCE*0.9, RAINBOW_DISTANCE*1.1, linearDistance) * smoothstep(0.025, 0.1, sunElevation);
#if RAINBOW < 2
rainbowColor *= rainbowAmount * (1.0 - rainStrength);
#endif
#ifndef RAINBOW_ONLY_BELOW_CLOUDS
rainbowColor *= smoothstep(CloudLayer0_height+CloudLayer0_tallness, CloudLayer0_height, playerPos_normalized.y*RAINBOW_DISTANCE+cameraPosition.y);
#else
rainbowColor = mix(rainbowColor*temporallyFilteredVL.a, rainbowColor, smoothstep(CloudLayer0_height+CloudLayer0_tallness, CloudLayer0_height, playerPos_normalized.y*RAINBOW_DISTANCE+cameraPosition.y));
#endif
color += rainbowColor * (1.0 - caveDetection);
}
#endif
// (bloomy) rain effect
#ifdef OVERWORLD_SHADER
#if RAIN_MODE == 0 // brighten the color behind
float rainDrops = texelFetch(colortex9,ivec2(texcoord/texelSize),0).r;
if(hand) rainDrops *= (1.0-TranslucentShader.a);
if(rainDrops > 0.01) {
bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
color.rgb += color.rgb * RAIN_BRIGHTNESS * rainDrops;
}
#else // add albedo of weather particle
vec4 rainDrops = texelFetch(colortex9,ivec2(texcoord/texelSize),0);
rainDrops = vec4(decodeVec2(rainDrops.x), decodeVec2(rainDrops.y));
if(hand) rainDrops.a *= (1.0-TranslucentShader.a);
if(rainDrops.a > 0.01) {
bloomyFogMult *= clamp(1.0 - pow(rainDrops.a*5.0,2),0.0,1.0);
color.rgb += RAIN_BRIGHTNESS * rainDrops.rgb * rainDrops.a;
}
#endif
#endif
////// --------------- FINALIZE
#ifdef display_LUT
float zoomLevel = 2.0;
vec3 thingy = texelFetch(colortex4,ivec2(gl_FragCoord.xy/zoomLevel),0).rgb /1200.0;
if(luma(thingy) > 0.0){
color.rgb = thingy;
bloomyFogMult = 1.0;
}
#if defined OVERWORLD_SHADER
if( hideGUI == 1) color.rgb = skyCloudsFromTex(playerPos_normalized, colortex4).rgb/1200.0;
#else
if( hideGUI == 1) color.rgb = volumetricsFromTex(playerPos_normalized, colortex4, 0.0).rgb/1200.0;
#endif
#endif
gl_FragData[0] = vec4(bloomyFogMult,0.0,0.0,1.0); // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
// gl_FragData[1].rgb = vec3(tangentNormals.xy,0.0) * 0.1 ;
// gl_FragData[1].rgb = vec3(1.0) * ld( (data.a > 0.0 ? data.a : texture(depthtex0, texcoord).x ) ) ;
// gl_FragData[1].rgb = gl_FragData[1].rgb * (1.0-TranslucentShader.a) + TranslucentShader.rgb*10.0;
// gl_FragData[1].rgb = 1-(texcoord.x > 0.5 ? vec3(TranslucentShader.a) : vec3(data.a));
}