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

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vec4 DistortShadow(vec4 shadowpos, float distortFactor) {
shadowpos.xy *= 1.0 / distortFactor;
shadowpos.z = shadowpos.z * 0.2;
shadowpos = shadowpos * 0.5 + 0.5;
return shadowpos;
}
void GetShadowSpace(inout vec3 worldposition, inout vec4 vlposition, float shadowdepth, vec2 texCoord) {
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, shadowdepth, 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
vec4 wpos = gbufferModelViewInverse * viewPos;
worldposition = wpos.xyz / wpos.w;
wpos = shadowModelView * wpos;
wpos = shadowProjection * wpos;
wpos /= wpos.w;
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
wpos = DistortShadow(wpos,distortFactor);
#if defined WATER_CAUSTICS && defined OVERWORLD && defined SMOKEY_WATER_LIGHTSHAFTS
if (isEyeInWater == 1.0) {
vec3 worldPos = ViewToWorld(viewPos.xyz);
vec3 causticpos = worldPos.xyz + cameraPosition.xyz;
float caustic = getCausticWaves(causticpos.xyz * 0.25);
wpos.xy *= 1.0 + caustic * 0.0125;
}
#endif
vlposition = wpos;
}
//Volumetric light from Robobo1221 (highly modified)
vec3 GetVolumetricRays(float depth0, float depth1, vec3 vlAlbedo, float dither, float cosS) {
vec3 vl = vec3(0.0);
#if AA > 1
float ditherAnimate = 1.61803398875 * mod(float(frameCounter), 3600.0);
dither = fract(dither + ditherAnimate);
#endif
#ifdef OVERWORLD
float visibility = 0.055;
if (isEyeInWater == 1) visibility = 0.19;
float endurance = 1.20;
#if LIGHT_SHAFT_MODE == 2
if (isEyeInWater == 0) endurance *= min(2.0 + rainStrengthS*rainStrengthS - sunVisibility * sunVisibility, 2.0);
else visibility *= 1.0 + 2.0 * pow(max(cosS, 0.0), 128.0) * float(sunVisibility > 0.5) * (1.0 - rainStrengthS);
if (endurance >= 1.0) visibility *= max((cosS + endurance) / (endurance + 1.0), 0.0);
else visibility *= pow(max((cosS + 1.0) / 2.0, 0.0), (11.0 - endurance*10.0));
#else
if (isEyeInWater == 0) endurance *= min(1.0 + rainStrengthS*rainStrengthS, 2.0);
else visibility *= 1.0 + 2.0 * pow(max(cosS, 0.0), 128.0) * float(sunVisibility > 0.5) * (1.0 - rainStrengthS);
if (endurance >= 1.0) cosS = max((cosS + endurance) / (endurance + 1.0), 0.0);
else cosS = pow(max((cosS + 1.0) / 2.0, 0.0), (11.0 - endurance*10.0));
#endif
#ifdef CAVE_SKY_FIX
visibility *= 1.0 - isEyeInCave;
#endif
#endif
#ifdef END
float visibility = 0.14285;
#endif
if (visibility > 0.0) {
#ifdef END
float maxDist = 192.0 * (1.5 - isEyeInWater);
#else
float maxDist = 288.0;
if (isEyeInWater == 1) maxDist = min(288.0, shadowDistance * 0.75);
#endif
vec3 worldposition = vec3(0.0);
vec4 vlposition = vec4(0.0);
vec3 watercol = underwaterColor.rgb / UNDERWATER_I;
watercol = pow(watercol, vec3(2.3)) * 55.0;
#ifdef END
float minDistFactor = 5.0;
#else
float minDistFactor = 11.0;
minDistFactor *= clamp(far, 128.0, 512.0) / 192.0;
float fovFactor = gbufferProjection[1][1] / 1.37;
float x = abs(texCoord.x - 0.5);
x = 1.0 - x*x;
x = pow(x, max(3.0 - fovFactor, 0.0));
minDistFactor *= x;
maxDist *= x;
#if LIGHT_SHAFT_MODE == 2
#else
float lightBrightnessM = smoothstep(0.0, 1.0, 1.0 - pow2(1.0 - max(timeBrightness, moonBrightness)));
#endif
#endif
#ifdef END
int sampleCount = 9;
#else
float addition = 0.5;
#if LIGHT_SHAFT_MODE == 2
int sampleCount = 9;
if (isEyeInWater == 0) {
sampleCount = 7;
minDistFactor *= 0.5;
}
float sampleIntensity = 2.5;
#else
int sampleCount = 9;
float sampleIntensity = 1.95;
#endif
#if LIGHT_SHAFT_QUALITY == 2
if (isEyeInWater == 0) {
float qualityFactor = 1.42857;
#if LIGHT_SHAFT_MODE == 2
sampleCount = 10;
#else
sampleCount = 13;
#endif
sampleIntensity /= qualityFactor;
minDistFactor /= 1.7; // pow(qualityFactor, 1.5)
addition *= qualityFactor;
}
#endif
#if LIGHT_SHAFT_QUALITY == 3
if (isEyeInWater == 0) {
int qualityFactor = 4;
sampleCount *= qualityFactor;
sampleIntensity /= qualityFactor;
minDistFactor /= 8; // pow(qualityFactor, 1.5)
addition *= qualityFactor;
}
#endif
#endif
for(int i = 0; i < sampleCount; i++) {
#ifdef END
float minDist = exp2(i + dither) - 0.9;
#else
float minDist = 0.0;
if (isEyeInWater == 0) {
#if LIGHT_SHAFT_MODE == 2
minDist = pow(i + dither + addition, 1.5) * minDistFactor;
#else
minDist = pow(i + dither + addition, 1.5) * minDistFactor * (0.3 - 0.1 * lightBrightnessM);
#endif
} else minDist = pow2(i + dither + 0.5) * minDistFactor * 0.045;
#endif
//if (depth0 >= far*0.9999) break;
if (minDist >= maxDist) break;
if (depth1 < minDist || (depth0 < minDist && vlAlbedo == vec3(0.0))) break;
GetShadowSpace(worldposition, vlposition, GetDistX(minDist), texCoord.st);
//vlposition.z += 0.00002;
if (length(vlposition.xy * 2.0 - 1.0) < 1.0) {
vec3 vlsample = vec3(shadow2D(shadowtex0, vlposition.xyz).z);
if (depth0 < minDist) vlsample *= vlAlbedo;
#ifdef END
if (isEyeInWater == 1) vlsample *= watercol;
vl += vlsample;
#else
if (isEyeInWater == 0) {
#if LIGHT_SHAFT_MODE == 2
vl += vlsample * sampleIntensity;
#else
vlsample *= cosS;
vl += vlsample * sampleIntensity;
#endif
} else {
vlsample *= watercol;
float sampleFactor = sqrt(minDist / maxDist);
#if LIGHT_SHAFT_MODE == 3
vlsample *= cosS;
#endif
vl += vlsample * sampleFactor * 0.55;
}
#endif
} else {
vl += 1.0;
}
}
vl = sqrt(vl * visibility);
#ifdef END
#else
#if LIGHT_SHAFT_MODE == 2
if (isEyeInWater == 0) {
float vlPower = max(1.75 - rainStrengthS + sunVisibility*0.25, 1.0);
vl = pow(vl, vec3(vlPower));
}
#else
if (isEyeInWater == 0) {
float vlPower = 2.0 - lightBrightnessM;
vl = pow(vl, vec3(vlPower));
}
#endif
#endif
vl *= 0.9;
vl += vl * dither * 0.19;
}
#ifdef GBUFFER_CODING
vl = vec3(0.0);
#endif
return vl;
}