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

643 lines
19 KiB
GLSL

#extension GL_ARB_shader_texture_lod : enable
#include "/lib/settings.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#include "/lib/items.glsl"
#include "/lib/hsv.glsl"
#ifdef IRIS_FEATURE_TEXTURE_FILTERING
#include "/lib/texture_filtering.glsl"
#endif
#ifdef HAND
#undef POM
#endif
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#endif
in DATA {
vec4 color;
vec4 lmtexcoord;
vec3 normalMat;
#ifdef MC_NORMAL_MAP
vec4 tangent;
#endif
vec3 block_normal;
flat int blockID;
} data_in;
const float mincoord = 1.0/4096.0;
const float maxcoord = 1.0-mincoord;
const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
uniform int framemod8;
const vec2 dcdx = vec2(0.0);
const vec2 dcdy = vec2(0.0);
#include "/lib/res_params.glsl"
uniform float far;
#ifdef MC_NORMAL_MAP
uniform sampler2D normals;
#endif
uniform sampler2D specular;
uniform sampler2D gtexture;
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
uniform float frameTimeCounter;
uniform int frameCounter;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferProjection;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform float rainStrength;
uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0;
#if defined VIVECRAFT
uniform bool vivecraftIsVR;
uniform vec3 vivecraftRelativeMainHandPos;
uniform vec3 vivecraftRelativeOffHandPos;
uniform mat4 vivecraftRelativeMainHandRot;
uniform mat4 vivecraftRelativeOffHandRot;
#endif
uniform vec4 entityColor;
// in vec3 velocity;
uniform int heldItemId;
uniform int heldItemId2;
uniform float noPuddleAreas;
uniform float nightVision;
uniform vec3 relativeEyePosition;
// float interleaved_gradientNoise(){
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
// }
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 ) ;
}
#ifdef TAA
float blueNoise() {
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
#else
float blueNoise() {
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
}
#endif
uniform int currentRenderedItemId;
mat3 inverseMatrix(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
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;
}
vec2 encodeNormal(vec3 n){
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 encn;
}
//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));
}
#ifdef MC_NORMAL_MAP
vec3 applyBump(mat3 tbnMatrix, vec3 bump){
float bumpmult = NORMAL_MAP_MULT;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
return normalize(bump*tbnMatrix);
}
#endif
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
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);
}
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
uniform float near;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
// vec4 readNoise(in vec2 coord){
// // return texture(noisetex,coord*texcoordam.pq+texcoord);
// return textureGradARB(noisetex,coord*texcoordam.pq + texcoordam.st,dcdx,dcdy);
// }
// float EndPortalEffect(
// inout vec4 ALBEDO,
// vec3 FragPos,
// vec3 WorldPos,
// mat3 tbnMatrix
// ){
//
// int maxdist = 25;
// int quality = 35;
//
// vec3 viewVec = normalize(tbnMatrix*FragPos);
// if ( viewVec.z < 0.0 && length(FragPos) < maxdist) {
// float endportalGLow = 0.0;
// float Depth = 0.3;
// vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise-0.5)*0.1);
//
// vec3 coord = vec3(WorldPos.xz , 1.0);
// coord += interval;
//
// for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) {
// coord = coord+interval ;
// endportalGLow += (0.3/quality);
// }
//
// ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
//
// return clamp(pow(endportalGLow*3.5,3),0,1);
// }
// }
float bias(){
// bias mipmapping as window resolution and / or render scale changes.
#ifdef TAA_UPSCALING
return (1.0 - texelSize.x * 2560.0) + (0.0 - (1.0-RENDER_SCALE.x) * 2.0);
#else
return 1.0 - texelSize.x * 2560.0;
#endif
}
vec4 texture_POMSwitch(
sampler2D sampler,
vec2 lightmapCoord,
vec4 dcdxdcdy,
bool ifPOM,
float LOD
){
{
return texture(sampler, lightmapCoord, LOD);
}
}
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
float getEmission(vec3 Albedo) {
vec3 hsv = RgbToHsv(Albedo);
float emissive = smoothstep(0.05, 0.15, hsv.y) * pow(hsv.z, 3.5);
return emissive * 0.5;
}
float getTrimEmission(vec3 Albedo) {
vec3 hsv = RgbToHsv(Albedo);
return sqrt(hsv.z);
}
uniform float alphaTestRef;
#include "/photonics/photonics.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
layout(location = 0) out vec4 OutAlbedo;
layout(location = 1) out vec4 OutSpecular;
/* RENDERTARGETS:1,8 */
void main() {
vec3 FragCoord = gl_FragCoord.xyz;
bool ifPOM = false;
bool ShaderGrass = false;
bool SIGN = false;
if(SIGN) ifPOM = false;
vec3 normal = data_in.normalMat;
#ifdef MC_NORMAL_MAP
vec3 binormal = normalize(cross(data_in.tangent.rgb,normal)*data_in.tangent.w);
mat3 tbnMatrix = mat3(data_in.tangent.x, binormal.x, normal.x,
data_in.tangent.y, binormal.y, normal.y,
data_in.tangent.z, binormal.z, normal.z);
#endif
float BN = blueNoise();
float R2 = R2_dither();
vec3 fragpos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0));
vec3 playerpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
vec3 worldpos = playerpos + cameraPosition;
vec2 adjustedTexCoord = data_in.lmtexcoord.xy;
float saveDepth = 0.0;
if(!ifPOM) adjustedTexCoord = data_in.lmtexcoord.xy;
float opaqueMasks = 1.0;
// if(data_in.blockID == BLOCK_GROUND_WAVING_VERTICAL || data_in.blockID == BLOCK_GRASS_SHORT || data_in.blockID == BLOCK_GRASS_TALL_LOWER || data_in.blockID == BLOCK_GRASS_TALL_UPPER ) opaqueMasks = 0.60;
// else if(data_in.blockID == BLOCK_AIR_WAVING) opaqueMasks = 0.55;
//////////////////////////////// ////////////////////////////////
//////////////////////////////// ALBEDO ////////////////////////////////
//////////////////////////////// ////////////////////////////////
float textureLOD = bias();
vec2 lmcoord = data_in.lmtexcoord.zw;
vec4 Color = data_in.color;
float vanillaAO = 1.0 - clamp(Color.a,0,1);
// don't fix vanilla ao on some custom block models.
// if (Color.a < 0.3) Color.a = 1.0; // fix vanilla ao on some custom block models.
RayJob ray = RayJob(vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), true);
float normalOffset = mix(0.00015f, 0.025f, clamp(length(playerpos)*0.006, 0.0, 1.0));
ray.origin = worldpos - world_offset - normalOffset * data_in.block_normal;
ray.direction = playerpos - gbufferModelViewInverse[3].xyz;
ray_constraint = ivec3(ray.origin);
trace_ray(ray);
if (!ray.result_hit) discard;
if (ray.result_normal == vec3(0.0)) ray.result_normal = data_in.block_normal;
playerpos = ray.result_position + world_offset - cameraPosition;
vec3 viewPos = (gbufferModelView * vec4(playerpos, 1.0f)).xyz;
vec4 ndc4 = gbufferProjection * vec4(viewPos, 1.0f);
vec3 screenPos = ndc4.xyz / ndc4.w * 0.5f + 0.5f;
gl_FragDepth = screenPos.z;
normal = normalize(gl_NormalMatrix * ray.result_normal);
vec4 Albedo = vec4(ray.result_color, 1.0f);
vec3 flatNormals = viewToWorld(normal);
float torchlightmap = lmcoord.x;
#ifdef WhiteWorld
Albedo.rgb = vec3(0.5);
#endif
// #ifdef AEROCHROME_MODE
// float gray = dot(Albedo.rgb, vec3(0.2, 1.0, 0.07));
// if (
// data_in.blockID == BLOCK_AMETHYST_BUD_MEDIUM || data_in.blockID == BLOCK_AMETHYST_BUD_LARGE || data_in.blockID == BLOCK_AMETHYST_CLUSTER
// || data_in.blockID == BLOCK_SSS_STRONG || data_in.blockID == BLOCK_SSS_STRONG3 || data_in.blockID == BLOCK_SSS_WEAK || data_in.blockID == BLOCK_CACTUS
// || data_in.blockID == BLOCK_CELESTIUM || data_in.blockID == BLOCK_SNOW_LAYERS
// || data_in.blockID >= 10 && data_in.blockID < 80
// ) {
// // IR Reflective (Pink-red)
// Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
// }
// else if(data_in.blockID == BLOCK_GRASS) {
// // Special handling for grass block
// float strength = 1.0 - Color.b;
// Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
// }
// #ifdef AEROCHROME_WOOL_ENABLED
// else if (data_in.blockID == BLOCK_SSS_WEAK_2 || data_in.blockID == BLOCK_CARPET) {
// // Wool
// Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
// }
// #endif
// else if(data_in.blockID == BLOCK_WATER || (data_in.blockID >= 300 && data_in.blockID < 400))
// {
// // IR Absorbsive? Dark.
// Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
// }
// #endif
Albedo.a = opaqueMasks;
//////////////////////////////// ////////////////////////////////
//////////////////////////////// SPECULAR ////////////////////////////////
//////////////////////////////// ////////////////////////////////
normal = viewToWorld(normal);
float SSSAMOUNT = 0.0;
// #if (SSS_TYPE == 1 || SSS_TYPE == 2) && !defined HAND
// #ifdef ENTITIES
// #ifdef MOB_SSS
// /////// ----- SSS ON MOBS----- ///////
// // strong
// if(data_in.blockID == ENTITY_SSS_MEDIUM) SSSAMOUNT = 0.75;
//
// // medium
//
// // low
// else if(data_in.blockID == ENTITY_SSS_WEAK || data_in.blockID == ENTITY_PLAYER || data_in.blockID == ENTITY_CURRENT_PLAYER) SSSAMOUNT = 0.4;
// #endif
// #else
// #if defined SHADER_GRASS && !defined CUTOUT
// if (ShaderGrass) SSSAMOUNT = 0.65;
// else
// #endif
//
// /////// ----- SSS ON BLOCKS ----- ///////
// // strong
// if (
// data_in.blockID == BLOCK_SSS_STRONG || data_in.blockID == BLOCK_SSS_STRONG3 || data_in.blockID == BLOCK_AIR_WAVING || data_in.blockID == BLOCK_SSS_STRONG_2
// ) {
// SSSAMOUNT = 1.0;
// }
// // medium
// else if (
// data_in.blockID == BLOCK_GROUND_WAVING || data_in.blockID == BLOCK_GROUND_WAVING_VERTICAL ||
// data_in.blockID == BLOCK_GRASS_SHORT || data_in.blockID == BLOCK_GRASS_TALL_UPPER || data_in.blockID == BLOCK_GRASS_TALL_LOWER ||
// data_in.blockID == BLOCK_SSS_WEAK || data_in.blockID == BLOCK_CACTUS || data_in.blockID == BLOCK_SSS_WEAK_2 ||
// data_in.blockID == BLOCK_CELESTIUM || (data_in.blockID >= 269 && data_in.blockID <= 274) || data_in.blockID == BLOCK_SNOW_LAYERS || data_in.blockID == BLOCK_CARPET ||
// data_in.blockID == BLOCK_AMETHYST_BUD_MEDIUM || data_in.blockID == BLOCK_AMETHYST_BUD_LARGE || data_in.blockID == BLOCK_AMETHYST_CLUSTER ||
// data_in.blockID == BLOCK_BAMBOO || data_in.blockID == BLOCK_SAPLING || (data_in.blockID >= BLOCK_VINE_NORTH && data_in.blockID <= BLOCK_VINE_UP) || data_in.blockID == BLOCK_VINE_OTHER
// #ifdef MISC_BLOCK_SSS
// || data_in.blockID == BLOCK_SSS_WEIRD || data_in.blockID == BLOCK_GRASS
// #endif
// ) {
// SSSAMOUNT = 0.5;
// }
// #endif
//
// #ifdef BLOCKENTITIES
// /////// ----- SSS ON BLOCK ENTITIES----- ///////
// // strong
//
// // medium
// if(data_in.blockID == BLOCK_SSS_WEAK_3) SSSAMOUNT = 0.4;
//
// // low
//
// #endif
// #endif
float EMISSIVE = 0.0;
// #if EMISSIVE_TYPE == 1 || EMISSIVE_TYPE == 2
// /////// ----- EMISSIVE STUFF ----- ///////
//
// // if(vNameTags > 0) EMISSIVE = 0.9;
//
// // normal block lightsources
// if(data_in.blockID >= 100 && data_in.blockID < 282) {
// EMISSIVE = 0.5;
//
// if(data_in.blockID == 266 || (data_in.blockID >= 276 && data_in.blockID <= 281)) EMISSIVE = 0.2; // sculk stuff
//
// else if(data_in.blockID == 195) EMISSIVE = 2.3; // glow lichen
//
// else if(data_in.blockID == 185) EMISSIVE = 1.5; // crying obsidian
//
// else if(data_in.blockID == 105) EMISSIVE = 2.0; // brewing stand
//
// else if(data_in.blockID == 236) EMISSIVE = 1.0; // respawn anchor
//
// else if(data_in.blockID == 101) EMISSIVE = 0.7; // large amethyst bud
//
// else if(data_in.blockID == 103) EMISSIVE = 1.0; // amethyst cluster
//
// else if(data_in.blockID == 244) EMISSIVE = 1.5; // soul fire
// }
//
// #if EMISSIVE_ORES > 0
// if(data_in.blockID == 502) {
// EMISSIVE = EMISSIVE_ORES_STRENGTH;
//
// #ifndef HARDCODED_EMISSIVES_APPROX
// EMISSIVE *= getEmission(Albedo.rgb);
// #endif
// }
// #endif
// #endif
vec4 SpecularTex = vec4(0.0);
// SpecularTex.r = max(SpecularTex.r, rainfall);
// SpecularTex.g = max(SpecularTex.g, max(Puddle_shape*0.02,0.02));
OutSpecular = vec4(0.0,0.0,0.0,0.0);
OutSpecular.rg = SpecularTex.rg;
// #if EMISSIVE_ORES > 1 && EMISSIVE_TYPE > 1
// if(data_in.blockID == 502) {
// SpecularTex.a = EMISSIVE_ORES_STRENGTH;
//
// SpecularTex.a *= getEmission(Albedo.rgb);
// }
// #endif
#if EMISSIVE_TYPE == 2
bool emissionCheck = SpecularTex.a <= 0.0;
#endif
// #ifdef MIRROR_IRON
// if(data_in.blockID == 504 || currentRenderedItemId == 504) {
// OutSpecular.rg = vec2(1.0, 1.0);
// Albedo.rgb = vec3(1.0);
// }
// #endif
#if defined HARDCODED_EMISSIVES_APPROX && (EMISSIVE_TYPE == 1 || EMISSIVE_TYPE == 2)
#if EMISSIVE_TYPE == 2
if(emissionCheck)
#endif
{
EMISSIVE *= getEmission(Albedo.rgb);
}
#endif
#if EMISSIVE_TYPE == 0
OutSpecular.a = 0.0;
#endif
#if EMISSIVE_TYPE == 1
EMISSIVE = clamp(EMISSIVE, 0.0, 0.99);
OutSpecular.a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 2
OutSpecular.a = SpecularTex.a;
EMISSIVE = clamp(EMISSIVE, 0.0, 0.99);
if(emissionCheck) OutSpecular.a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 3
OutSpecular.a = SpecularTex.a;
#endif
#if SSS_TYPE == 0
OutSpecular.b = 0.0;
#endif
#if SSS_TYPE == 1
OutSpecular.b = SSSAMOUNT;
#endif
#if SSS_TYPE == 2
OutSpecular.b = SpecularTex.b;
if(SpecularTex.b < 65.0/255.0) OutSpecular.b = SSSAMOUNT;
#endif
#if SSS_TYPE == 3
OutSpecular.b = SpecularTex.b;
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// FINALIZE ////////////////////////////////
//////////////////////////////// ////////////////////////////////
// apply noise to lightmaps to reduce banding.
vec2 PackLightmaps = vec2(torchlightmap, lmcoord.y);
// special curve to give more precision on high/low values of the gradient. this curve will be inverted after sampling and decoding.
// PackLightmaps = pow(1.0-pow(1.0-PackLightmaps,vec2(0.5)),vec2(0.5));
// some dither to lightmaps to reduce banding.
PackLightmaps = clamp( PackLightmaps + PackLightmaps * (BN-0.5)*0.005,0,1);
vec4 data1 = clamp(vec4(encodeNormal(normal), PackLightmaps), 0.0, 1.0);
Albedo = clamp(Albedo, 0.0, 1.0);
OutAlbedo = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
vec4 otherData = clamp(vec4(flatNormals * 0.5 + 0.5, vanillaAO), 0.0, 1.0);
OutSpecular = clamp(OutSpecular, 0.0, 1.0);
OutSpecular = vec4(
encodeVec2(OutSpecular.x, otherData.x),
encodeVec2(OutSpecular.y, otherData.y),
encodeVec2(OutSpecular.z, otherData.z),
encodeVec2(OutSpecular.w, otherData.w)
);
}