custommods

This commit is contained in:
samsonsin
2025-05-29 23:31:29 +02:00
committed by samsonsin
parent 7a590ecbfc
commit f4bd9ce61d
800 changed files with 19540 additions and 0 deletions

View File

@@ -0,0 +1,153 @@
//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
float quality[12] = float[12] (1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0);
void FXAA311(inout vec3 color) {
float edgeThresholdMin = 0.03125;
float edgeThresholdMax = 0.0625;
float subpixelQuality = 0.75;
int iterations = 12;
vec2 view = 1.0 / vec2(viewWidth, viewHeight);
float lumaCenter = GetLuminance(color);
float lumaDown = GetLuminance(texture2D(colortex1, texCoord + vec2( 0.0, -1.0) * view).rgb);
float lumaUp = GetLuminance(texture2D(colortex1, texCoord + vec2( 0.0, 1.0) * view).rgb);
float lumaLeft = GetLuminance(texture2D(colortex1, texCoord + vec2(-1.0, 0.0) * view).rgb);
float lumaRight = GetLuminance(texture2D(colortex1, texCoord + vec2( 1.0, 0.0) * view).rgb);
float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
float lumaRange = lumaMax - lumaMin;
if (lumaRange > max(edgeThresholdMin, lumaMax * edgeThresholdMax)) {
float lumaDownLeft = GetLuminance(texture2D(colortex1, texCoord + vec2(-1.0, -1.0) * view).rgb);
float lumaUpRight = GetLuminance(texture2D(colortex1, texCoord + vec2( 1.0, 1.0) * view).rgb);
float lumaUpLeft = GetLuminance(texture2D(colortex1, texCoord + vec2(-1.0, 1.0) * view).rgb);
float lumaDownRight = GetLuminance(texture2D(colortex1, texCoord + vec2( 1.0, -1.0) * view).rgb);
float lumaDownUp = lumaDown + lumaUp;
float lumaLeftRight = lumaLeft + lumaRight;
float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
float lumaDownCorners = lumaDownLeft + lumaDownRight;
float lumaRightCorners = lumaDownRight + lumaUpRight;
float lumaUpCorners = lumaUpRight + lumaUpLeft;
float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) +
abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 +
abs(-2.0 * lumaRight + lumaRightCorners);
float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) +
abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 +
abs(-2.0 * lumaDown + lumaDownCorners );
bool isHorizontal = (edgeHorizontal >= edgeVertical);
float luma1 = isHorizontal ? lumaDown : lumaLeft;
float luma2 = isHorizontal ? lumaUp : lumaRight;
float gradient1 = luma1 - lumaCenter;
float gradient2 = luma2 - lumaCenter;
bool is1Steepest = abs(gradient1) >= abs(gradient2);
float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
float stepLength = isHorizontal ? view.y : view.x;
float lumaLocalAverage = 0.0;
if (is1Steepest) {
stepLength = - stepLength;
lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
} else {
lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
}
vec2 currentUv = texCoord;
if (isHorizontal) {
currentUv.y += stepLength * 0.5;
} else {
currentUv.x += stepLength * 0.5;
}
vec2 offset = isHorizontal ? vec2(view.x, 0.0) : vec2(0.0, view.y);
vec2 uv1 = currentUv - offset;
vec2 uv2 = currentUv + offset;
float lumaEnd1 = GetLuminance(texture2D(colortex1, uv1).rgb);
float lumaEnd2 = GetLuminance(texture2D(colortex1, uv2).rgb);
lumaEnd1 -= lumaLocalAverage;
lumaEnd2 -= lumaLocalAverage;
bool reached1 = abs(lumaEnd1) >= gradientScaled;
bool reached2 = abs(lumaEnd2) >= gradientScaled;
bool reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset;
}
if (!reached2) {
uv2 += offset;
}
if (!reachedBoth) {
for(int i = 2; i < iterations; i++) {
if (!reached1) {
lumaEnd1 = GetLuminance(texture2D(colortex1, uv1).rgb);
lumaEnd1 = lumaEnd1 - lumaLocalAverage;
}
if (!reached2) {
lumaEnd2 = GetLuminance(texture2D(colortex1, uv2).rgb);
lumaEnd2 = lumaEnd2 - lumaLocalAverage;
}
reached1 = abs(lumaEnd1) >= gradientScaled;
reached2 = abs(lumaEnd2) >= gradientScaled;
reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset * quality[i];
}
if (!reached2) {
uv2 += offset * quality[i];
}
if (reachedBoth) break;
}
}
float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y);
float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y);
bool isDirection1 = distance1 < distance2;
float distanceFinal = min(distance1, distance2);
float edgeThickness = (distance1 + distance2);
float pixelOffset = - distanceFinal / edgeThickness + 0.5;
bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller;
float finalOffset = correctVariation ? pixelOffset : 0.0;
float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * subpixelQuality;
finalOffset = max(finalOffset, subPixelOffsetFinal);
// Compute the final UV coordinates.
vec2 finalUv = texCoord;
if (isHorizontal) {
finalUv.y += finalOffset * stepLength;
} else {
finalUv.x += finalOffset * stepLength;
}
color = texture2D(colortex1, finalUv).rgb;
}
}

View File

@@ -0,0 +1,71 @@
/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
#include "/lib/util/reprojection.glsl"
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2(-1, -1),
ivec2( 0, -1),
ivec2( 1, -1),
ivec2(-1, 0),
ivec2( 1, 0),
ivec2(-1, 1),
ivec2( 0, 1),
ivec2( 1, 1)
);
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float depth, inout float edge) {
vec3 minclr = color, maxclr = color;
ivec2 texelCoord = ivec2(gl_FragCoord.xy);
for (int i = 0; i < 8; i++) {
float depthCheck = texelFetch(depthtex1, texelCoord + neighbourhoodOffsets[i], 0).r;
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 0.25;
vec3 clr = texelFetch(colortex1, texelCoord + neighbourhoodOffsets[i], 0).rgb;
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
}
tempColor = clamp(tempColor, minclr, maxclr);
}
void TAA(inout vec3 color, inout vec4 temp) {
float depth = texture2D(depthtex1, texCoord).r;
float noTAA = texture2D(colortex7, texCoord).r;
if (depth < 0.56 || noTAA > 0.5) { // Fixes entities and hand
return;
}
vec3 coord = vec3(texCoord, depth);
vec2 prvCoord = Reprojection(coord);
vec2 view = vec2(viewWidth, viewHeight);
vec3 tempColor = texture2D(colortex2, prvCoord).gba;
if (tempColor == vec3(0.0)) { // Fixes the first frame
temp = vec4(temp.r, color);
return;
}
float edge = 0.0;
NeighbourhoodClamping(color, tempColor, depth, edge);
vec2 velocity = (texCoord - prvCoord.xy) * view;
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
prvCoord.y > 0.0 && prvCoord.y < 1.0);
#if AA == 2 || AA == 3
float blendMinimum = 0.3;
#elif AA == 4
float blendMinimum = 0.6;
#endif
float blendVariable = 0.25;
float blendConstant = 0.65;
float lengthVelocity = length(velocity) * 50;
blendFactor *= max(exp(-lengthVelocity) * blendVariable + blendConstant - lengthVelocity * edge, blendMinimum);
color = mix(color, tempColor, blendFactor);
temp = vec4(temp.r, color);
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
}