Files
Eclipse-Shader/shaders/dimensions/final.fsh
T

307 lines
10 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/SSBOs.glsl"
uniform sampler2D colortex7;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex14;
uniform sampler2D colortex15;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D noisetex;
uniform sampler2D shadowcolor1;
#if !defined IS_IRIS || (defined SHADER_GRASS_SETTING && MC_VERSION < 12101 && !defined SHADER_GRASS_UNSUPPORTED_FIX)
#include "/lib/text_rendering.glsl"
#endif
#if DEBUG_VIEW == debug_CLOUDDEPTHTEX && defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0
#extension GL_NV_gpu_shader5 : enable
#extension GL_ARB_shader_image_load_store : enable
layout (rgba16f) uniform image2D cloudDepthTex;
#endif
in vec2 texcoord;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float frameTime;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
uniform vec3 relativeEyePosition;
#ifdef PIXELATED
uniform vec2 view_res;
#endif
uniform int hideGUI;
uniform vec3 previousCameraPosition;
// uniform vec3 cameraPosition;
uniform mat4 gbufferPreviousModelView;
// uniform mat4 gbufferModelViewInverse;
// uniform mat4 gbufferModelView;
#ifdef DROWNING_EFFECT
uniform float drowningSmooth;
uniform float currentPlayerAir;
#endif
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
uniform float near;
uniform float far;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
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 blueNoise(){
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float convertHandDepth_2(in float depth, bool hand) {
if(!hand) return depth;
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
#include "/lib/gameplay_effects.glsl"
void doCameraGridLines(inout vec3 color, vec2 UV){
float lineThicknessY = 0.001;
float lineThicknessX = lineThicknessY/aspectRatio;
float horizontalLines = abs(UV.x-0.33);
horizontalLines = min(abs(UV.x-0.66), horizontalLines);
float verticalLines = abs(UV.y-0.33);
verticalLines = min(abs(UV.y-0.66), verticalLines);
float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
if(hideGUI > 0.0) gridLines = 0.0;
color = mix(color, vec3(1.0), gridLines);
}
vec3 doMotionBlur(vec2 texcoord, float depth, float noise, bool hand){
const float samples = 4.0;
vec3 color = vec3(0.0);
float blurMult = 1.0;
if(hand) blurMult = 0.0;
vec3 viewPos = toScreenSpace(vec3(texcoord, depth));
viewPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * viewPos + gbufferPreviousModelView[3].xyz;
previousPosition = toClipSpace3(previousPosition);
vec2 velocity = texcoord - previousPosition.xy;
// thank you Capt Tatsu for letting me use these
velocity /= (1.0 + length(velocity)); // ensure the blurring stays sane where UV is beyond 1.0 or -1.0
velocity /= (1.0 + frameTime*1000.0 * samples * 0.25); // ensure the blur radius stays roughly the same no matter the framerate or sample count
velocity *= blurMult * MOTION_BLUR_STRENGTH; // remove hand blur and add user control
texcoord = texcoord - velocity*(samples*0.5 + noise);
vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
for (int i = 0; i < int(samples); i++) {
texcoord += velocity;
color += texture(colortex7, clamp(texcoord, screenEdges, 1.0-screenEdges)).rgb;
}
return color / samples;
}
float doVignette( in vec2 texcoord, in float noise){
float vignette = 1.0-clamp(1.0-length(texcoord-0.5),0.0,1.0);
// vignette = pow(1.0-pow(1.0-vignette,3),5);
vignette *= vignette*vignette;
vignette = 1.0-vignette;
vignette *= vignette*vignette*vignette*vignette;
// stop banding
vignette = vignette + vignette*(noise-0.5)*0.01;
return mix(1.0, vignette, VIGNETTE_STRENGTH);
}
#if DEBUG_VIEW == debug_WATERSIM && WATER_INTERACTION == 2
layout (rgba16f) uniform readonly image2D waveSim2;
#endif
uniform sampler2D radiosity_direct;
uniform sampler2D radiosity_direct_soft;
uniform sampler2D radiosity_handheld;
void main() {
float noise = blueNoise();
#if defined MOTION_BLUR
float depth = texture(depthtex0, texcoord*RENDER_SCALE).r;
bool hand = depth < 0.56;
float depth2 = convertHandDepth_2(depth, hand);
vec3 COLOR = doMotionBlur(texcoord, depth2, noise, hand);
#elif defined PIXELATED
vec3 COLOR = texelFetch(colortex7, ivec2(gl_FragCoord.xy)-ivec2(mod(gl_FragCoord.xy, PIXELIZATION_STRENGTH)),0).rgb;
#else
#ifdef FISHEYE_EFFECT
vec2 _texcoord = texcoord - vec2(0.5);
float dist = length(_texcoord);
float dist2 = dist * (1.0 - FISHEYE_STRENGTH * dist * dist);
_texcoord = _texcoord * dist2 / dist;
_texcoord += vec2(0.5);
vec3 COLOR = texture(colortex7, _texcoord).rgb;
#else
vec3 COLOR = texture(colortex7, texcoord).rgb;
#endif
#endif
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
// for making the fun, more fun
applyGameplayEffects(COLOR, texcoord, noise);
#endif
#if MAX_COLORS_PER_CHANNEL > 1
COLOR = floor(COLOR*(MAX_COLORS_PER_CHANNEL-1))/(MAX_COLORS_PER_CHANNEL-1);
#endif
#ifdef FILM_GRAIN
// basic film grain implementation from https://www.shadertoy.com/view/4sXSWs slightly edited
float x = (texcoord.x + 4.0 ) * (texcoord.y + 4.0 ) * (frameTimeCounter * 10.0);
vec3 grain = vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * FILM_GRAIN_STRENGTH;
COLOR += grain;
#endif
#ifdef DROWNING_EFFECT
if (currentPlayerAir != -1.0) COLOR *= 0.2 + 0.8*drowningSmooth;
#endif
#ifdef VIGNETTE
COLOR *= doVignette(texcoord, noise);
#endif
#ifdef CAMERA_GRIDLINES
doCameraGridLines(COLOR, texcoord);
#endif
#if DEBUG_VIEW == debug_SHADOWMAP
vec2 shadowUV = texcoord * vec2(2.0, 1.0) ;
// shadowUV -= vec2(0.5,0.0);
// float zoom = 0.1;
// shadowUV = ((shadowUV-0.5) - (shadowUV-0.5)*zoom) + 0.5;
if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1) COLOR = texture(shadowcolor1,shadowUV).rgb;
#endif
#if DEBUG_VIEW == debug_DEPTHTEX0
COLOR = vec3(ld(texture(depthtex0, texcoord*RENDER_SCALE).r));
#endif
#if DEBUG_VIEW == debug_DEPTHTEX1
COLOR = vec3(ld(texture(depthtex1, texcoord*RENDER_SCALE).r));
#endif
#if DEBUG_VIEW == debug_CLOUDDEPTHTEX && defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0
COLOR = imageLoad(cloudDepthTex, ivec2(gl_FragCoord.xy*VL_RENDER_SCALE*RENDER_SCALE)).rgb;
#endif
gl_FragColor.rgb = COLOR;
#if DEBUG_VIEW == debug_WATERSIM && WATER_INTERACTION == 2
if (hideGUI == 1) {
gl_FragColor.rgb += vec3(imageLoad(waveSim2, ivec2(gl_FragCoord.xy)*5).x);
vec2 offsetCoords = vec2(gl_FragCoord.x-840.0, gl_FragCoord.y);
vec2 waveGradients = vec2(imageLoad(waveSim2, ivec2(offsetCoords)*5).zw);
vec3 waveNormals = normalize(vec3(waveGradients.x, waveGradients.y, 0.2));
if (length(waveNormals.xy) > 0.0) gl_FragColor.rgb += waveNormals;
}
#endif
#if defined SHADER_GRASS_SETTING && MC_VERSION < 12101 && !defined SHADER_GRASS_UNSUPPORTED_FIX
const float textSize2 = 4.0;
beginText(ivec2(gl_FragCoord.xy/textSize2), ivec2(0.05*viewWidth/textSize2, 0.75*viewHeight/textSize2));
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printString((_S, _h, _a, _d, _e, _r, _space, _G, _r, _a, _s, _s, _space, _n, _e, _e, _d, _s, _space, _1, _dot, _2, _1, _dot, _1, _space, _o, _r, _space, _h, _i, _g, _h, _e, _r, _exclm));
printLine();
printString((_D, _i, _s, _a, _b, _l, _e, _space, _i, _t, _exclm));
#if MC_VERSION == 12001
printLine();
printLine();
printString((_T, _o, _space, _u, _s, _e, _space, _i, _t, _space, _o, _n, _space, _1, _dot, _2, _0, _dot, _1, _space, _u, _s, _e, _space, _t, _h, _e));
printLine();
text.fgCol = vec4(0.0, 1.0, 0.0, 1.0);
printString((_quote, _E, _c, _l, _i, _p, _s, _e, _space, _S, _h, _a, _d, _e, _r, _space, _G, _r, _a, _s, _s, _space, _C, _o, _m, _p, _a, _t, _quote));
printLine();
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printString((_R, _e, _s, _o, _u, _r, _c, _e, _space, _P, _a, _c, _k, _space, _f, _r, _o, _m, _space, _M, _o, _d, _r, _i, _n, _t, _h, _exclm));
printLine();
printLine();
printString((_A, _d, _d, _i, _t, _i, _o, _n, _a, _l, _l, _y, _space, _e, _n, _a, _b, _l, _e, _space, _t, _h, _e));
printLine();
text.fgCol = vec4(1.0, 1.0, 0.0, 1.0);
printString((_quote, _S, _h, _a, _d, _e, _r, _space, _G, _r, _a, _s, _s, _space, _U, _n, _s, _u, _p, _p, _o, _r, _t, _e, _d, _space, _F, _i, _x, _quote));
printLine();
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printString((_i, _n, _space, _e, _x, _p, _e, _r, _i, _m, _e, _n, _t, _a, _l, _space, _s, _e, _t, _t, _i, _n, _g, _s, _exclm));
#endif
endText(gl_FragColor.rgb);
#endif
#ifndef IS_IRIS
gl_FragColor.rgb = vec3(0.0);
const float textSize = 4.0;
beginText(ivec2(gl_FragCoord.xy/textSize), ivec2(0.05*viewWidth/textSize, 0.75*viewHeight/textSize));
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printString((_O, _p, _t, _i, _F, _i, _n, _e, _space, _d, _o, _e, _s, _space, _n, _o, _t, _space, _s, _u, _p, _p, _o, _r, _t, _space, _E, _c, _l, _i, _p, _s, _e, _exclm));
printLine();
printLine();
printString((_U, _s, _e, _space, _I, _r, _i, _s, _space, _i, _n, _s, _t, _e, _a, _d, _exclm));
endText(gl_FragColor.rgb);
#endif
#ifdef PHOTONICS
#if DEBUG_VIEW == debug_radiosity_direct
gl_FragColor.rgb = vec3(texture(radiosity_direct, texcoord).rgb);
#elif DEBUG_VIEW == debug_radiosity_direct_soft
gl_FragColor.rgb = vec3(texture(radiosity_direct_soft, texcoord).rgb);
#elif DEBUG_VIEW == debug_radiosity_handheld
gl_FragColor.rgb = vec3(texture(radiosity_handheld, texcoord).rgb);
#elif DEBUG_VIEW == debug_radiosity_GI
gl_FragColor.rgb = vec3(texture(colortex15, texcoord).rgb);
#endif
#endif
}