#version 120 #define final #include "shaders.settings" varying vec2 texcoord; uniform sampler2D gaux4; //final image #if Showbuffer > 0 uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; uniform sampler2D gaux1; uniform sampler2D gaux2; uniform sampler2D gaux3; #endif uniform int isEyeInWater; uniform float aspectRatio; uniform float viewWidth; uniform float viewHeight; uniform float rainStrength; uniform float frameTimeCounter; #ifdef Rain_Drops varying vec2 rainPos1; varying vec2 rainPos2; varying vec2 rainPos3; varying vec2 rainPos4; varying vec4 weights; #endif #if defined Depth_of_Field || defined Motionblur || defined Cloudsblur uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D depthtex2; #endif #ifdef Motionblur uniform vec3 cameraPosition; uniform vec3 previousCameraPosition; uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferPreviousProjection; uniform mat4 gbufferPreviousModelView; #endif uniform mat4 gbufferModelViewInverse; #if defined Depth_of_Field || defined Cloudsblur uniform float near; uniform float far; float ld(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); } #endif #ifdef Depth_of_Field //Dof constant values const float focal = 0.024; float aperture = 0.008; const float sizemult = DoF_Strength; uniform float centerDepthSmooth; const float centerDepthHalflife = 2.0f; //hexagon pattern const vec2 hex_offsets[60] = vec2[60] ( vec2( 0.2165, 0.1250 ), vec2( 0.0000, 0.2500 ), vec2( -0.2165, 0.1250 ), vec2( -0.2165, -0.1250 ), vec2( -0.0000, -0.2500 ), vec2( 0.2165, -0.1250 ), vec2( 0.4330, 0.2500 ), vec2( 0.0000, 0.5000 ), vec2( -0.4330, 0.2500 ), vec2( -0.4330, -0.2500 ), vec2( -0.0000, -0.5000 ), vec2( 0.4330, -0.2500 ), vec2( 0.6495, 0.3750 ), vec2( 0.0000, 0.7500 ), vec2( -0.6495, 0.3750 ), vec2( -0.6495, -0.3750 ), vec2( -0.0000, -0.7500 ), vec2( 0.6495, -0.3750 ), vec2( 0.8660, 0.5000 ), vec2( 0.0000, 1.0000 ), vec2( -0.8660, 0.5000 ), vec2( -0.8660, -0.5000 ), vec2( -0.0000, -1.0000 ), vec2( 0.8660, -0.5000 ), vec2( 0.2163, 0.3754 ), vec2( -0.2170, 0.3750 ), vec2( -0.4333, -0.0004 ), vec2( -0.2163, -0.3754 ), vec2( 0.2170, -0.3750 ), vec2( 0.4333, 0.0004 ), vec2( 0.4328, 0.5004 ), vec2( -0.2170, 0.6250 ), vec2( -0.6498, 0.1246 ), vec2( -0.4328, -0.5004 ), vec2( 0.2170, -0.6250 ), vec2( 0.6498, -0.1246 ), vec2( 0.6493, 0.6254 ), vec2( -0.2170, 0.8750 ), vec2( -0.8663, 0.2496 ), vec2( -0.6493, -0.6254 ), vec2( 0.2170, -0.8750 ), vec2( 0.8663, -0.2496 ), vec2( 0.2160, 0.6259 ), vec2( -0.4340, 0.5000 ), vec2( -0.6500, -0.1259 ), vec2( -0.2160, -0.6259 ), vec2( 0.4340, -0.5000 ), vec2( 0.6500, 0.1259 ), vec2( 0.4325, 0.7509 ), vec2( -0.4340, 0.7500 ), vec2( -0.8665, -0.0009 ), vec2( -0.4325, -0.7509 ), vec2( 0.4340, -0.7500 ), vec2( 0.8665, 0.0009 ), vec2( 0.2158, 0.8763 ), vec2( -0.6510, 0.6250 ), vec2( -0.8668, -0.2513 ), vec2( -0.2158, -0.8763 ), vec2( 0.6510, -0.6250 ), vec2( 0.8668, 0.2513 )); #endif #ifdef Cloudsblur float comp = 1.0-near/far/far; vec3 cblur(vec2 tc){ float pw = 1.0 / viewWidth; float getdist = 1.0-(exp(-pow(ld(texture2D(depthtex1, tc).r)/256.0*far,4.0)*4.0)); float pcoc = min(getdist*pw*20.0,pw*20.0); vec2 fast_blur[4] = vec2[4](vec2(0.0, -0.1), vec2(-0.1, 0.0), vec2(0.1, 0.0), vec2(0.0, 0.1)); vec3 blurC = vec3(0.0); for (int i = 0; i < 4; i++) { blurC += texture2D(gaux4, tc + fast_blur[i]*pcoc*vec2(1.0,aspectRatio)).rgb; } blurC = blurC/4.0*50.0; return blurC; } #endif #ifdef Rain_Drops float distratio(vec2 pos, vec2 pos2) { return distance(pos*vec2(aspectRatio,1.0),pos2*vec2(aspectRatio,1.0)); } float gen_circular_lens(vec2 center, float size) { float dist=distratio(center,texcoord.xy)/size; return exp(-dist*dist); } #endif vec3 Uncharted2Tonemap(vec3 x) { x*= Brightness; float A = 0.28; float B = 0.29; float C = 0.10; float D = 0.2; float E = 0.025; float F = 0.35; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } #if Showbuffer == 1 || Showbuffer == 2 || Showbuffer == 3 vec3 decode (vec2 enc){ vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4.0); vec3 n; n.xy = fenc*g; n.z = 1-f/2; return n; } vec3 YCoCg2RGB(vec3 c){ c.y-=0.5; c.z-=0.5; return vec3(c.r+c.g-c.b, c.r + c.b, c.r - c.g - c.b); } #endif #ifdef Bloom varying float eyeAdaptBloom; uniform sampler2D colortex6; vec3 calcBloom(){ const int nSteps = 17; const int center = 8; //=nSteps-1 / 2 //huge gaussian blur for glare vec3 blur = vec3(0.0); float tw = 0.0; for (int i = 0; i < nSteps; i++) { float dist = abs(i-float(center))/center; float weight = (exp(-(dist*dist)/ 0.28)); vec3 bsample = texture2D(colortex6,(texcoord.xy*0.25 + vec2(1.0/viewWidth,1.0/viewHeight)*vec2(0.0,i-center))).rgb*3.0; blur += bsample*weight; tw += weight; } blur /= tw; vec3 glow = blur * bloom_strength; vec3 overglow = glow*pow(length(glow)*2.0,2.8)*2.0; return (overglow+glow*1.15)*(1+isEyeInWater*10.0+(pow(rainStrength,3.0)*7.0/pow(eyeAdaptBloom,1.0)))*1.2; } #endif void main() { #if defined Depth_of_Field || defined Motionblur || defined Cloudsblur //Setup depths, do it here because amd drivers suck and texture reads outside of void main or functions are broken, thanks amd float depth1 = texture2D(depthtex1, texcoord).x; bool hand = !(depth1 < texture2D(depthtex2, texcoord).x); //is not hand cuz ! #endif //Rainlens float rainlens = 0.0; #ifdef Rain_Drops if (rainStrength > 0.02) { rainlens += gen_circular_lens(rainPos1,0.1)*weights.x; rainlens += gen_circular_lens(rainPos2,0.07)*weights.y; rainlens += gen_circular_lens(rainPos3,0.086)*weights.z; rainlens += gen_circular_lens(rainPos4,0.092)*weights.w; }/*----------------------------------------------------------*/ #endif vec2 fake_refract = vec2(0.0); #ifdef Refraction fake_refract = vec2(sin(frameTimeCounter + texcoord.x*100.0 + texcoord.y*50.0),cos(frameTimeCounter + texcoord.y*100.0 + texcoord.x*50.0)); #endif vec2 newTC = clamp(texcoord + fake_refract * 0.01 * (rainlens+isEyeInWater*0.2),1.0/vec2(viewWidth,viewHeight),1.0-1.0/vec2(viewWidth,viewHeight)); vec3 color = texture2D(gaux4, newTC.xy).rgb*50.0; #ifdef Cloudsblur #if defined MC_GL_VENDOR_ATI || defined MC_OS_LINUX color.rgb = cblur(newTC.xy); //checking only for sky causes weird outlines on amd cards and linux drivers #else if(depth1 > comp)color.rgb = cblur(newTC.xy); #endif #endif #ifdef Depth_of_Field if(hand){ float pw = 1.0/ viewWidth; float z = ld(texture2D(depthtex0, newTC.st).r)*far; #ifdef smoothDof float focus = ld(centerDepthSmooth)*far; #else float focus = ld(texture2D(depthtex0, vec2(0.5)).r)*far; #endif float pcoc = min(abs(aperture * (focal * (z - focus)) / (z * (focus - focal)))*sizemult,pw*15.0); #ifdef Distance_Blur float getdist = 1-(exp(-pow(ld(texture2D(depthtex1, newTC.st).r)/Dof_Distance_View*far,4.0-(2.7*rainStrength))*4.0)); pcoc = min(getdist*pw*20.0,pw*20.0); #endif vec3 bcolor = vec3(0.0); for ( int i = 0; i < 60; i++) { bcolor += texture2D(gaux4, newTC.xy + hex_offsets[i]*pcoc*vec2(1.0,aspectRatio)).rgb; } color.rgb = bcolor/61.0*50.0; } #endif #ifdef Motionblur if(hand){ vec4 currentPosition = vec4(texcoord, depth1, 1.0)*2.0-1.0; vec4 fragposition = gbufferProjectionInverse * currentPosition; fragposition = gbufferModelViewInverse * fragposition; fragposition /= fragposition.w; fragposition.xyz += cameraPosition; vec4 previousPosition = fragposition; previousPosition.xyz -= previousCameraPosition; previousPosition = gbufferPreviousModelView * previousPosition; previousPosition = gbufferPreviousProjection * previousPosition; previousPosition /= previousPosition.w; vec2 velocity = (currentPosition - previousPosition).st * MB_strength; vec2 coord = texcoord.st + velocity; int mb = 1; for (int i = 0; i < 15; ++i, coord += velocity) { if (coord.s > 1.0 || coord.t > 1.0 || coord.s < 0.0 || coord.t < 0.0) break; color += texture2D(gaux4, coord).xyz*50.0; ++mb; } color /= mb; } #endif #ifdef Bloom color.rgb += calcBloom(); //upscale bloom buffer. #endif color.rgb += rainlens*0.01; //draw rainlens vec3 curr = Uncharted2Tonemap(color*4.7); color = pow(curr/Uncharted2Tonemap(vec3(15.2)),vec3(1.0/Contrast)); #if Showbuffer == 1 color = vec3(texture2D(colortex0,texcoord).rg,0.0); vec2 a0 = texture2D(colortex0,texcoord + vec2(1.0/viewWidth,0.0)).rg; vec2 a1 = texture2D(colortex0,texcoord - vec2(1.0/viewWidth,0.0)).rg; vec2 a2 = texture2D(colortex0,texcoord + vec2(0.0,1.0/viewHeight)).rg; vec2 a3 = texture2D(colortex0,texcoord - vec2(0.0,1.0/viewHeight)).rg; vec4 lumas = vec4(a0.x,a1.x,a2.x,a3.x); vec4 chromas = vec4(a0.y,a1.y,a2.y,a3.y); vec4 w = 1.0-step(0.1176, abs(lumas - color.x)); float W = dot(w,vec4(1.0)); w.x = (W==0.0)? 1.0:w.x; W = (W==0.0)? 1.0:W; bool pattern = (mod(gl_FragCoord.x,2.0)==mod(gl_FragCoord.y,2.0)); color.b= dot(w,chromas)/W; color.rgb = (pattern)?color.rbg:color.rgb; color.rgb = YCoCg2RGB(color.rgb); color = pow(color,vec3(2.2)); #endif #if Showbuffer == 2 color = decode(texture2D(colortex1, texcoord).xy); #endif #if Showbuffer == 25 color = vec3(0.0, texture2D(colortex1, texcoord.xy).zw); //lightmap #endif #if Showbuffer == 3 color = decode(texture2D(colortex2, texcoord).xy); #endif #if Showbuffer == 35 color = vec3(0.0, texture2D(colortex2, texcoord.xy).zw); //lightmap #endif #if Showbuffer == 4 color = texture2D(colortex3, texcoord.xy).rgb * 200.0; #endif #if Showbuffer == 5 color = texture2D(gaux1, texcoord.xy).rgb * 25.0; #endif #if Showbuffer == 6 color = texture2D(gaux2, texcoord.xy).rgb * 25.0; #endif #if Showbuffer == 7 color = texture2D(gaux3, texcoord.xy*0.25).rgb * 25.0; #endif #if Showbuffer == 8 color = texture2D(gaux4, texcoord.xy).rgb * 50.0; #endif gl_FragColor = vec4(color,1.0); }