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2026-05-01 13:07:13 +02:00
//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/bloom.glsl"
#include "/lib/shaderSettings/worldMotionBlur.glsl"
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
noperspective in vec2 texCoord;
#if MOTION_BLUR_EFFECT == 1 && defined MOTION_BLUR_BLOOM_FOG_FIX
flat in vec3 upVec, sunVec;
#endif
//Pipeline Constants//
const bool colortex0MipmapEnabled = true;
//Common Variables//
float weight[7] = float[7](1.0, 6.0, 15.0, 20.0, 15.0, 6.0, 1.0);
vec2 view = vec2(viewWidth, viewHeight);
#if MOTION_BLUR_EFFECT == 1 && defined MOTION_BLUR_BLOOM_FOG_FIX
float SdotU = dot(sunVec, upVec);
float sunFactor = SdotU < 0.0 ? clamp(SdotU + 0.375, 0.0, 0.75) / 0.75 : clamp(SdotU + 0.03125, 0.0, 0.0625) / 0.0625;
#endif
//Common Functions//
vec3 BloomTile(float lod, vec2 offset, vec2 scaledCoord) {
vec3 bloom = vec3(0.0);
float scale = exp2(lod);
vec2 coord = (scaledCoord - offset) * scale;
float padding = 0.5 + 0.005 * scale;
if (abs(coord.x - 0.5) < padding && abs(coord.y - 0.5) < padding) {
for (int i = -3; i <= 3; i++) {
for (int j = -3; j <= 3; j++) {
float wg = weight[i + 3] * weight[j + 3];
vec2 pixelOffset = vec2(i, j) / view;
vec2 bloomCoord = (scaledCoord - offset + pixelOffset) * scale;
bloom += texture2D(colortex0, bloomCoord).rgb * wg;
}
}
bloom /= 4096.0;
}
return pow(bloom / 128.0, vec3(0.25));
}
//Includes//
#if MOTION_BLUR_EFFECT == 1
#include "/lib/util/dither.glsl"
#ifdef MOTION_BLUR_BLOOM_FOG_FIX
#include "/lib/atmospherics/fog/bloomFog.glsl"
#endif
#endif
//Program//
void main() {
vec3 blur = vec3(0.0);
#if BLOOM_ENABLED == 1
vec2 scaledCoord = texCoord * max(vec2(viewWidth, viewHeight) / vec2(1920.0, 1080.0), vec2(1.0));
#if defined OVERWORLD || defined END
blur += BloomTile(2.0, vec2(0.0 , 0.0 ), scaledCoord);
blur += BloomTile(3.0, vec2(0.0 , 0.26 ), scaledCoord);
blur += BloomTile(4.0, vec2(0.135 , 0.26 ), scaledCoord);
blur += BloomTile(5.0, vec2(0.2075 , 0.26 ), scaledCoord) * 0.8;
blur += BloomTile(6.0, vec2(0.135 , 0.3325), scaledCoord) * 0.8;
blur += BloomTile(7.0, vec2(0.160625 , 0.3325), scaledCoord) * 0.6;
blur += BloomTile(8.0, vec2(0.1784375, 0.3325), scaledCoord) * 0.4;
#else
blur += BloomTile(2.0, vec2(0.0 , 0.0 ), scaledCoord);
blur += BloomTile(3.0, vec2(0.0 , 0.26 ), scaledCoord);
blur += BloomTile(4.0, vec2(0.135 , 0.26 ), scaledCoord);
blur += BloomTile(5.0, vec2(0.2075 , 0.26 ), scaledCoord);
blur += BloomTile(6.0, vec2(0.135 , 0.3325), scaledCoord);
blur += BloomTile(7.0, vec2(0.160625 , 0.3325), scaledCoord);
blur += BloomTile(8.0, vec2(0.1784375, 0.3325), scaledCoord) * 0.6;
#endif
#endif
#if MOTION_BLUR_EFFECT == 1
vec3 color = vec3(0.0);
float z = texture2D(depthtex1, texCoord).x;
float dither = Bayer64(gl_FragCoord.xy);
if (z <= 0.56) {
color = texelFetch(colortex0, texelCoord, 0).rgb;
} else {
float mbwg = 0.0;
vec2 doublePixel = 2.0 / vec2(viewWidth, viewHeight);
vec4 currentPosition = vec4(texCoord, z, 1.0) * 2.0 - 1.0;
vec4 viewPos = gbufferProjectionInverse * currentPosition;
viewPos = gbufferModelViewInverse * viewPos;
viewPos /= viewPos.w;
float lViewPos = length(viewPos.xyz);
vec3 cameraOffset = cameraPosition - previousCameraPosition;
vec4 previousPosition = viewPos + vec4(cameraOffset, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
previousPosition /= previousPosition.w;
vec2 velocity = (currentPosition - previousPosition).xy;
velocity = velocity / (1.0 + length(velocity)) * MOTION_BLURRING_STRENGTH;
#ifndef LOW_QUALITY_MOTION_BLUR
int sampleCount = 9;
velocity *= 0.02;
#else
int sampleCount = 3;
velocity *= 0.06;
#endif
vec2 coord = texCoord - velocity * (float(sampleCount) / 2.0 - 1.0 + dither);
for (int i = 0; i < sampleCount; i++, coord += velocity) {
vec2 coordb = clamp(coord, doublePixel, 1.0 - doublePixel);
vec3 sampleb = texture2DLod(colortex0, coordb, 0).rgb;
#ifdef MOTION_BLUR_BLOOM_FOG_FIX
float z1 = texture2D(depthtex1, coordb).r;
vec4 screenPos = vec4(coordb, z1, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
float lViewPos = length(viewPos.xyz);
// Remove bloom fog from mb samples or else we get edge artifacts
sampleb /= GetBloomFog(lViewPos);
#endif
color += sampleb;
mbwg += 1.0;
}
color /= mbwg;
#ifdef MOTION_BLUR_BLOOM_FOG_FIX
// Reapply bloom fog because we removed it from our samples
color *= GetBloomFog(lViewPos);
#endif
}
#endif
/* DRAWBUFFERS:3 */
gl_FragData[0] = vec4(blur, 1.0);
#if MOTION_BLUR_EFFECT == 1
/* DRAWBUFFERS:30 */
gl_FragData[1] = vec4(color, 1.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
noperspective out vec2 texCoord;
#if MOTION_BLUR_EFFECT == 1 && defined MOTION_BLUR_BLOOM_FOG_FIX
flat out vec3 upVec, sunVec;
#endif
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
//Program//
void main() {
gl_Position = ftransform();
texCoord = gl_MultiTexCoord0.xy;
#if MOTION_BLUR_EFFECT == 1 && defined MOTION_BLUR_BLOOM_FOG_FIX
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
#endif
}
#endif