322 lines
8.9 KiB
GLSL
322 lines
8.9 KiB
GLSL
/*
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Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
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*/
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//Common//
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#include "/lib/common.glsl"
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//Varyings//
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varying vec2 texCoord;
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varying vec3 sunVec, upVec;
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FSH
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//Uniforms//
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uniform int isEyeInWater;
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uniform float blindFactor;
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uniform float frameTimeCounter;
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uniform float rainStrengthS;
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uniform float screenBrightness;
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uniform float viewWidth, viewHeight, aspectRatio;
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uniform ivec2 eyeBrightnessSmooth;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex1;
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#ifdef LENS_FLARE
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uniform vec3 sunPosition;
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uniform mat4 gbufferProjection;
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uniform int moonPhase;
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#define UNIFORM_moonPhase
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#endif
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#ifdef BLURRY_START
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uniform float starter;
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#endif
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#if MC_VERSION >= 11900
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uniform float darknessFactor;
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#endif
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//Optifine Constants//
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#if AUTO_EXPOSURE > 0
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const bool colortex0MipmapEnabled = true;
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#endif
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//Common Variables//
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
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float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
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float pw = 1.0 / viewWidth;
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float ph = 1.0 / viewHeight;
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//Common Functions//
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float GetLuminance(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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void UnderwaterDistort(inout vec2 texCoord) {
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vec2 originalTexCoord = texCoord;
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float wind = frameTimeCounter * ANIMATION_SPEED;
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texCoord +=vec2(cos(texCoord.y * 32.0 + wind * 3.0),
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sin(texCoord.x * 32.0 + wind * 1.7)) * 0.001 * UNDERWATER_DISTORT;
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float mask = float(texCoord.x > 0.0 && texCoord.x < 1.0 &&
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texCoord.y > 0.0 && texCoord.y < 1.0);
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if (mask < 0.5) texCoord = originalTexCoord;
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}
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vec3 GetBloomTile(float lod, vec2 coord, vec2 offset, vec2 ditherAdd) {
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float scale = exp2(lod);
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vec2 bloomCoord = coord / scale + offset;
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bloomCoord += ditherAdd;
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bloomCoord = clamp(bloomCoord, offset, 1.0 / scale + offset);
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vec3 bloom = texture2D(colortex1, bloomCoord).rgb;
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bloom *= bloom;
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bloom *= bloom;
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return bloom * 256.0;
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}
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void Bloom(inout vec3 color, vec2 coord, float dither) {
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#ifndef ANAMORPHIC_BLOOM
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#if AA > 1
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dither = fract(16.0 * frameTimeCounter + dither);
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#endif
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vec2 rescale = 1.0 / vec2(1920.0, 1080.0);
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vec2 ditherAdd = vec2(0.0);
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float ditherM = dither - 0.5;
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if (rescale.x > pw) ditherAdd.x += ditherM * pw;
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if (rescale.y > ph) ditherAdd.y += ditherM * ph;
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vec3 blur1 = GetBloomTile(2.0, coord, vec2(0.0 , 0.0 ), ditherAdd);
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vec3 blur2 = GetBloomTile(3.0, coord, vec2(0.0 , 0.26 ), ditherAdd);
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vec3 blur3 = GetBloomTile(4.0, coord, vec2(0.135 , 0.26 ), ditherAdd);
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vec3 blur4 = GetBloomTile(5.0, coord, vec2(0.2075 , 0.26 ), ditherAdd);
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vec3 blur5 = GetBloomTile(6.0, coord, vec2(0.135 , 0.3325), ditherAdd);
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vec3 blur6 = GetBloomTile(7.0, coord, vec2(0.160625 , 0.3325), ditherAdd);
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vec3 blur7 = GetBloomTile(8.0, coord, vec2(0.1784375, 0.3325), ditherAdd);
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vec3 blur = (blur1 + blur2 + blur3 + blur4 + blur5 + blur6 + blur7) * 0.14;
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#else
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vec3 blur = texture2D(colortex1, coord / 4.0).rgb;
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blur = clamp(blur, vec3(0.0), vec3(1.0));
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blur *= blur;
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blur *= blur * 128.0;
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#endif
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#ifndef NETHER
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float bloomStrength = BLOOM_STRENGTH;
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if (isEyeInWater == 1) bloomStrength = UNDERWATER_BLOOM_STRENGTH;
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#else
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float bloomStrength = NETHER_BLOOM_STRENGTH;
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#endif
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bloomStrength *= 0.18;
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#ifdef BLURRY_START
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float animation = min(starter, 0.1) * 10.0;
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bloomStrength = mix(1.0, bloomStrength, animation);
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#endif
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#if MC_VERSION >= 11900
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bloomStrength = mix(bloomStrength, 0.26, darknessFactor);
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#endif
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color = mix(color, blur, bloomStrength);
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}
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void AutoExposure(inout vec3 color, inout float exposure, float tempExposure) {
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float exposureLod = log2(viewWidth * 0.3);
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exposure = length(texture2DLod(colortex0, vec2(0.5), exposureLod).rgb);
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exposure = clamp(exposure, 0.0001, 10.0);
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#if AUTO_EXPOSURE == 1
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color /= 2.5 * clamp(tempExposure, 0.001, 0.5) + 0.125;
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#else
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color /= 3 * tempExposure;
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#endif
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}
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void ColorGrading(inout vec3 color) {
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vec3 cgColor = pow(color.r, CG_RC) * pow(vec3(CG_RR, CG_RG, CG_RB) / 255.0, vec3(2.2)) +
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pow(color.g, CG_GC) * pow(vec3(CG_GR, CG_GG, CG_GB) / 255.0, vec3(2.2)) +
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pow(color.b, CG_BC) * pow(vec3(CG_BR, CG_BG, CG_BB) / 255.0, vec3(2.2));
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vec3 cgMin = pow(vec3(CG_RM, CG_GM, CG_BM) / 255.0, vec3(2.2));
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color = (cgColor * (1.0 - cgMin) + cgMin) * vec3(CG_RI, CG_GI, CG_BI);
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vec3 cgTint = pow(vec3(CG_TR, CG_TG, CG_TB) / 255.0, vec3(2.2)) * GetLuminance(color) * CG_TI;
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color = mix(color, cgTint, CG_TM);
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}
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void BSLTonemap(inout vec3 color) {
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color = TONEMAP_EXPOSURE * color;
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#ifdef TWO
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color *= 2.0 + vsBrightness;
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#endif
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color = color / pow(pow(color, vec3(TONEMAP_WHITE_CURVE)) + 1.0, vec3(1.0 / TONEMAP_WHITE_CURVE));
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color = pow(color, mix(vec3(TONEMAP_LOWER_CURVE), vec3(TONEMAP_UPPER_CURVE), sqrt(color)));
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}
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void ColorSaturation(inout vec3 color) {
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float grayVibrance = (color.r + color.g + color.b) / 3.0;
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float graySaturation = grayVibrance;
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if (SATURATION < 1.00) graySaturation = dot(color, vec3(0.299, 0.587, 0.114));
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float mn = min(color.r, min(color.g, color.b));
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float mx = max(color.r, max(color.g, color.b));
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * grayVibrance * 5.0;
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vec3 lightness = vec3((mn + mx) * 0.5);
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color = mix(color, mix(color, lightness, 1.0 - VIBRANCE), sat);
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color = mix(color, lightness, (1.0 - lightness) * (2.0 - VIBRANCE) / 2.0 * abs(VIBRANCE - 1.0));
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color = color * SATURATION - graySaturation * (SATURATION - 1.0);
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}
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#ifdef LENS_FLARE
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vec2 GetLightPos() {
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vec4 tpos = gbufferProjection * vec4(sunPosition, 1.0);
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tpos.xyz /= tpos.w;
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return tpos.xy / tpos.z * 0.5;
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}
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#endif
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//Includes//
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#include "/lib/color/lightColor.glsl"
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#ifdef LENS_FLARE
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#include "/lib/post/lensFlare.glsl"
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#endif
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#ifdef BLOOM
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#include "/lib/util/dither.glsl"
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#endif
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//Program//
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void main() {
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vec2 newTexCoord = texCoord;
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if (isEyeInWater == 1) UnderwaterDistort(newTexCoord);
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vec2 filmGrainCoord = texCoord * vec2(viewWidth, viewHeight) / 512.0;
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vec3 filmGrain = texture2D(noisetex, filmGrainCoord).rgb;
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vec3 color = texture2D(colortex0, newTexCoord).rgb;
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#if AUTO_EXPOSURE > 0
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float tempExposure = texture2D(colortex2, vec2(pw, ph)).r;
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#endif
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#ifdef LENS_FLARE
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float tempVisibleSun = texture2D(colortex2, vec2(3.0 * pw, ph)).r;
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#endif
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vec3 temporalColor = vec3(0.0);
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#if AA > 1
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temporalColor = texture2D(colortex2, texCoord).gba;
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#endif
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#ifdef BLOOM
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float dither = Bayer64(gl_FragCoord.xy);
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Bloom(color, newTexCoord, dither);
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#endif
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#if AUTO_EXPOSURE > 0
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float exposure = 1.0;
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AutoExposure(color, exposure, tempExposure);
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#endif
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#ifdef COLOR_GRADING
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ColorGrading(color);
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#endif
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BSLTonemap(color);
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#ifdef LENS_FLARE
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vec2 lightPos = GetLightPos();
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float truePos = sign(sunVec.z);
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float visibleSun = float(texture2D(depthtex1, lightPos + 0.5).r >= 1.0);
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visibleSun *= max(1.0 - isEyeInWater, eBS) * (1.0 - blindFactor) * (1.0 - rainStrengthS);
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float multiplier = tempVisibleSun * LENS_FLARE_STRENGTH * 0.5 * float(!(moonPhase == 4 && sunVisibility < 0.5));
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if (multiplier > 0.001) LensFlare(color, lightPos, truePos, multiplier);
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#endif
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float temporalData = 0.0;
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#if AUTO_EXPOSURE > 0
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if (texCoord.x < 2.0 * pw && texCoord.y < 2.0 * ph)
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temporalData = mix(tempExposure, sqrt(exposure), 0.016);
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#endif
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#ifdef LENS_FLARE
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if (texCoord.x > 2.0 * pw && texCoord.x < 4.0 * pw && texCoord.y < 2.0 * ph)
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temporalData = mix(tempVisibleSun, visibleSun, 0.1);
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#endif
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#if VIGNETTE == 1
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float vignette = 1.0 - length(texCoord.xy - 0.5) * (1.0 - GetLuminance(color));
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vignette = pow(vignette, VIGNETTE_STRENGTH);
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color *= vignette;
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#elif VIGNETTE == 2
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float vignette = length(texCoord.xy - 0.5);
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vignette = pow(vignette, 4.0 / VIGNETTE_STRENGTH);
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color = mix(color, vec3(1.4), vignette);
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#endif
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color = pow(color, vec3(1.0 / 2.2));
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ColorSaturation(color);
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color += (filmGrain - 0.25) / 128.0;
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/*DRAWBUFFERS:12*/
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gl_FragData[0] = vec4(color, 1.0);
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gl_FragData[1] = vec4(temporalData, temporalColor);
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VSH
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//Uniforms//
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uniform mat4 gbufferModelView;
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//Common Variables//
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#ifdef OVERWORLD
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float timeAngleM = timeAngle;
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#else
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#if !defined SEVEN && !defined SEVEN_2
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float timeAngleM = 0.25;
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#else
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float timeAngleM = 0.5;
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#endif
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#endif
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//Program//
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void main() {
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texCoord = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngleM - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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}
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#endif |