Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/composite3.glsl
2025-05-29 23:31:29 +02:00

166 lines
4.2 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying vec2 texCoord;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform sampler2D colortex0;
#if defined DOF_IS_ON || (defined NETHER_BLUR && defined NETHER)
uniform int isEyeInWater;
uniform float viewWidth, viewHeight, aspectRatio;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
uniform mat4 gbufferProjection;
#if DOF == 2 || (defined NETHER_BLUR && defined NETHER)
uniform mat4 gbufferProjectionInverse;
uniform float rainStrengthS;
uniform ivec2 eyeBrightnessSmooth;
#endif
#if DOF == 1 && !(defined NETHER_BLUR && defined NETHER) && DOF_FOCUS == 0
uniform float centerDepthSmooth;
#endif
#if DOF == 1 && !(defined NETHER_BLUR && defined NETHER) && DOF_FOCUS > 0
uniform float far, near;
#endif
//Optifine Constants//
const bool colortex0MipmapEnabled = true;
//Common Variables//
vec2 dofOffsets[18] = vec2[18](
vec2( 0.0 , 0.25 ),
vec2(-0.2165 , 0.125 ),
vec2(-0.2165 , -0.125 ),
vec2( 0 , -0.25 ),
vec2( 0.2165 , -0.125 ),
vec2( 0.2165 , 0.125 ),
vec2( 0 , 0.5 ),
vec2(-0.25 , 0.433 ),
vec2(-0.433 , 0.25 ),
vec2(-0.5 , 0 ),
vec2(-0.433 , -0.25 ),
vec2(-0.25 , -0.433 ),
vec2( 0 , -0.5 ),
vec2( 0.25 , -0.433 ),
vec2( 0.433 , -0.2 ),
vec2( 0.5 , 0 ),
vec2( 0.433 , 0.25 ),
vec2( 0.25 , 0.433 )
);
#if DOF == 2 || (defined NETHER_BLUR && defined NETHER)
float eBS = eyeBrightnessSmooth.y / 240.0;
#endif
//Common Functions//
vec3 GetBlur(vec3 color, float z) {
vec3 dof = vec3(0.0);
float hand = float(z < 0.56);
#if DOF == 2 || (defined NETHER && defined NETHER_BLUR)
float z0 = texture2D(depthtex0, texCoord.xy).r;
vec4 screenPos = vec4(texCoord.x, texCoord.y, z0, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
#endif
#if defined NETHER && defined NETHER_BLUR
// Nether Blur
float coc = max(min(length(viewPos) * 0.001, 0.1) * NETHER_BLUR_STRENGTH / 256, 0.0);
#elif DOF == 2
// Distance Blur
float coc = min(length(viewPos) * 0.001, 0.1) * DOF_STRENGTH
* (1.0 + max(rainStrengthS * eBS * RAIN_BLUR_MULT, isEyeInWater * UNDERWATER_BLUR_MULT)) / 256;
coc = max(coc, 0.0);
#else
// Depth Of Field
#if DOF_FOCUS > 0
float centerDepthSmooth = (far * (DOF_FOCUS - near)) / (DOF_FOCUS * (far - near));
#endif
float coc = max(abs(z - centerDepthSmooth) * 0.125 * DOF_STRENGTH - 0.0001, 0.0);
#endif
coc = coc / sqrt(coc * coc + 0.1);
vec2 dofScale = vec2(1.0, aspectRatio);
#ifdef ANAMORPHIC_BLUR
dofScale *= vec2(0.5, 1.5);
#endif
#ifdef FOV_SCALED_BLUR
coc *= gbufferProjection[1][1] / 1.37;
#endif
#ifdef CHROMATIC_BLUR
float midDistX = texCoord.x - 0.5;
float midDistY = texCoord.y - 0.5;
vec2 chromaticScale = vec2(midDistX, midDistY);
chromaticScale = sign(chromaticScale) * sqrt(abs(chromaticScale));
chromaticScale *= vec2(1.0, viewHeight / viewWidth);
vec2 aberration = (15.0 / vec2(viewWidth, viewHeight)) * chromaticScale * coc;
#endif
if (coc * 0.5 > 1.0 / max(viewWidth, viewHeight) && hand < 0.5) {
for(int i = 0; i < 18; i++) {
vec2 offset = dofOffsets[i] * coc * 0.0085 * dofScale;
float lod = log2(viewHeight * aspectRatio * coc * 0.75 / 320.0);
#ifndef CHROMATIC_BLUR
dof += texture2DLod(colortex0, texCoord + offset, lod).rgb;
#else
dof += vec3(texture2DLod(colortex0, texCoord + offset + aberration, lod).r,
texture2DLod(colortex0, texCoord + offset , lod).g,
texture2DLod(colortex0, texCoord + offset - aberration, lod).b);
#endif
}
dof /= 18.0;
}
else dof = color;
return dof;
}
//Includes//
#endif
//Program//
void main() {
vec3 color = texture2DLod(colortex0, texCoord, 0.0).rgb;
#if defined DOF_IS_ON || (defined NETHER && defined NETHER_BLUR)
float z = texture2D(depthtex1, texCoord.st).x;
color = GetBlur(color, z);
#endif
/*DRAWBUFFERS:0*/
gl_FragData[0] = vec4(color,1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
#endif