#extension GL_ARB_shader_image_load_store : enable #include "/lib/voxelization/reflectionVoxelization.glsl" #include "/lib/lighting/minimumLighting.glsl" #include "/lib/shaderSettings/mainLighting.glsl" #if WORLD_SPACE_PLAYER_REF == 1 #include "/lib/materials/materialMethods/playerRayTracer.glsl" #endif #ifdef AURORA_INFLUENCE #include "/lib/atmospherics/auroraBorealis.glsl" #endif #if defined OVERWORLD || defined END #ifndef GBUFFERS_WATER #include "/lib/lighting/shadowSampling.glsl" #if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS #include "/lib/misc/pixelation.glsl" #endif #endif #if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0 const float offset = 0.00098; #elif SHADOW_SMOOTHING == 3 const float offset = 0.00075; #elif SHADOW_SMOOTHING == 2 const float offset = 0.0005; #elif SHADOW_SMOOTHING == 1 const float offset = 0.0003; #endif #endif #if HELD_LIGHTING_MODE >= 1 #include "/lib/lighting/heldLighting.glsl" #endif #ifdef CLOUD_SHADOWS #include "/lib/lighting/cloudShadows.glsl" #endif #ifdef LIGHT_COLOR_MULTS #include "/lib/colors/colorMultipliers.glsl" #endif #ifdef MOON_PHASE_INF_LIGHT #include "/lib/colors/moonPhaseInfluence.glsl" #endif vec2 getLocalTexCoord(vec3 local, vec3 normal) { vec3 absNormal = abs(normal); return 1.0 - local.zy * absNormal.x - local.xz * absNormal.y - local.xy * absNormal.z; } float getVoxelSpaceAO(vec3 playerPos, ivec3 normal, vec2 localTexCoord) { ivec3 voxelPos = ivec3(playerToSceneVoxel(playerPos + normal * 0.5)); ivec3 absNormal = ivec3(abs(normal)); ivec3 right = ivec3(0, 0, 1) * absNormal.x + ivec3(1, 0, 0) * absNormal.y + ivec3(1, 0, 0) * absNormal.z; ivec3 up = ivec3(0, 1, 0) * absNormal.x + ivec3(0, 0, 1) * absNormal.y + ivec3(0, 1, 0) * absNormal.z; vec2 centerFactorPos = sqrt1(2.0 * clamp01(0.5 - localTexCoord)); vec2 centerFactorNeg = sqrt1(2.0 * clamp01(localTexCoord - 0.5)); ivec3 voxel0 = voxelPos + right; ivec3 voxel1 = voxelPos - right; ivec3 voxel2 = voxelPos + up; ivec3 voxel3 = voxelPos - up; float occlusion0 = mix(0.0, float(checkVoxelAt(voxel0)), centerFactorPos.x); float occlusion1 = mix(0.0, float(checkVoxelAt(voxel1)), centerFactorNeg.x); float occlusion2 = mix(0.0, float(checkVoxelAt(voxel2)), centerFactorPos.y); float occlusion3 = mix(0.0, float(checkVoxelAt(voxel3)), centerFactorNeg.y); return 1.0 - (occlusion0 + occlusion1 + occlusion2 + occlusion3) * 0.25; } vec4 getShadedReflection(ivec3 voxelPos, vec3 oldPlayerPos, vec3 playerPos, vec3 rayDir, vec3 normal, float dither) { faceData faceData = getFaceData(voxelPos, normal); if (faceData.textureBounds.z < 1e-6) return vec4(-1.0); vec2 localTexCoord = getLocalTexCoord(fract(playerPos + cameraPositionBestFract), normal); vec2 textureSizeAtlas = textureSize(textureAtlas, 0); vec2 textureRadVec2 = faceData.textureBounds.z * vec2(1.0, textureSizeAtlas.x / textureSizeAtlas.y); vec2 textureCoord = faceData.textureBounds.xy + 2.0 * textureRadVec2 * localTexCoord; float virtualDist = length(playerPos - oldPlayerPos) + length(oldPlayerPos); float textureFactor = length(textureRadVec2 * textureSizeAtlas) * 3.0; float lod = 0.5 * log2(virtualDist * textureFactor / gbufferProjection[0][0] / abs(dot(normal, rayDir)) / viewHeight / REFLECTION_RES); vec4 color = texture2DLod(textureAtlas, textureCoord, lod) * vec4(faceData.glColor, 1.0); #if MC_VERSION >= 12111 && IRIS_VERSION < 11005 // stupid fake lods because custom texture lods broke with Iris in newer mc versions vec2 lodCoordSpan = localTexCoord / pow(2.0, int(1.5 + pow2(max0(lod)) + 0.0 * dither)); vec2 lodCoord1 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * (0.5 + lodCoordSpan); vec2 lodCoord2 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * (0.25 + lodCoordSpan); vec2 lodCoord3 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * lodCoordSpan; vec4 lodColor1 = texture2DLod(textureAtlas, lodCoord1, lod) * vec4(faceData.glColor, 1.0); vec4 lodColor2 = texture2DLod(textureAtlas, lodCoord2, lod) * vec4(faceData.glColor, 1.0); vec4 lodColor3 = texture2DLod(textureAtlas, lodCoord3, lod) * vec4(faceData.glColor, 1.0); float lodMix = clamp01(lod - 0.75 + 0.25 * dither); color = mix(color, 0.333333 * (lodColor1 + lodColor2 + lodColor3), lodMix); if (dot(color.rgb, vec3(0.333333)) - 0.5 < 0.49) color.a = mix(color.a, 1.0, lodMix); // #endif if (color.a < 0.0041) return vec4(-1.0); // Note that the cutout parts of leaves have a color.a of about 0.004 int mat = int(texelFetch(wsr_sampler, voxelPos, 0).r); bool noSmoothLighting = false, noDirectionalShading = false, isFoliage = false; int subsurfaceMode = 0; float emission = 0.0, NdotU = normal.y, NdotE = normal.x, snowMinNdotU = 0.0; vec2 lmCoordM = vec2(1.0); vec3 shadowMult = vec3(1.0), maRecolor = vec3(0.0); float skyLightCheck = 0.0; float overlayNoiseIntensity = 1.0, snowNoiseIntensity = 1.0, sandNoiseIntensity = 1.0, mossNoiseIntensity = 1.0, overlayNoiseTransparentOverwrite = 0.0, overlayNoiseEmission = 1.0, lavaNoiseIntensity = LAVA_NOISE_INTENSITY; vec3 normalM = normal, geoNormal = normal; #ifdef IPBR float lViewPos = length(playerPos); vec4 glColor = vec4(faceData.glColor, 1.0); vec2 absMidCoordPos = vec2(textureRadVec2); vec2 midCoord = faceData.textureBounds.xy + 2.0 * textureRadVec2 * vec2(0.5); vec2 signMidCoordPos = localTexCoord * 2.0 - 1.0; bool noVanillaAO = false, centerShadowBias = false, noGeneratedNormals = false, doTileRandomisation = true; float smoothnessD = 0.0, materialMask = 0.0; float smoothnessG = 0.0, highlightMult = 1.0, noiseFactor = 1.0, snowFactor = 1.0, noPuddles = 0.0; vec2 lmCoord = faceData.lightmap; float IPBRMult = 1.0; #define DURING_WORLDSPACE_REF #ifndef IPBR_COMPAT_MODE #define IPBR_COMPAT_MODE #endif #undef DISTANT_LIGHT_BOKEH #include "/lib/materials/materialHandling/terrainIPBR.glsl" #undef DURING_WORLDSPACE_REF #else if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves #include "/lib/materials/specificMaterials/terrain/leaves.glsl" } #endif float NdotL = dot(normal, mat3(gbufferModelViewInverse) * lightVec); #ifdef SIDE_SHADOWING float lightingNdotL = max0(NdotL + 0.4) * 0.714; #ifdef END lightingNdotL = sqrt3(lightingNdotL); #endif #else float lightingNdotL = max0(NdotL); #endif #ifndef NETHER vec3 shadow = shadowMult; if (lightingNdotL > 0.0001) { float shadowLength = shadowDistance * 0.9166667 - length(playerPos); //consistent08JJ622 if (shadowLength > 0.000001) { float distanceBias = 0.12 + 0.0008 * pow(dot(playerPos, playerPos), 0.75); vec3 bias = normal * distanceBias * (2.0 - 0.95 * max0(NdotL)); #if SHADOW_QUALITY == 0 int shadowSamples = 0; // We don't use SampleTAAFilteredShadow on Shadow Quality 0 #elif SHADOW_QUALITY == 1 int shadowSamples = 1; #else int shadowSamples = 2; #endif shadow = GetShadow(GetShadowPos(playerPos + bias), faceData.lightmap.y, offset, shadowSamples, false); } } shadow *= dot(shadow, vec3(0.33333)); #else vec3 shadow = vec3(1.0); #endif #ifdef CLOUD_SHADOWS shadow *= GetCloudShadow(playerPos); #endif faceData.lightmap = pow2(pow2(faceData.lightmap)); float AO = max(0.8, getVoxelSpaceAO(playerPos, ivec3(normal), localTexCoord)); float directionalShading = noDirectionalShading ? 1.0 : (NdotU + 1.0) * 0.25 + 0.5; vec3 centerPlayerPos = floor(playerPos + cameraPosition + normal * 0.01) - cameraPosition + 0.5; vec3 playerPosM = mix(centerPlayerPos, playerPos, (AO - 0.8) / 0.2); vec3 voxelPosM = SceneToVoxel(playerPosM); voxelPosM = clamp01(voxelPosM / vec3(voxelVolumeSize)); vec4 lightVolume = GetLightVolume(voxelPosM); lightVolume = max(lightVolume, vec4(0.000001)); vec3 specialLighting = 0.8 * pow(GetLuminance(lightVolume.rgb), 0.25) * DoLuminanceCorrection(pow(lightVolume.rgb, vec3(0.3))); if (noSmoothLighting == true) specialLighting *= 0.6; vec3 minLighting = 0.8 * sqrt(GetMinimumLighting(faceData.lightmap.y, playerPos)); #if HELD_LIGHTING_MODE >= 1 vec3 heldLighting = GetHeldLighting(playerPos, color.rgb, emission, geoNormal, normalM, vec3(0)); specialLighting = sqrt(pow2(specialLighting) + sqrt(heldLighting)); #endif #ifdef AURORA_INFLUENCE ambientColor = getAuroraAmbientColor(ambientColor, rayDir, 0.035, AURORA_TERRAIN_INFLUENCE_INTENSITY, 0.9); #endif #ifdef OVERWORLD float ambientMult = 0.9 * faceData.lightmap.y; float lightMult = (1.1 + 0.25 * subsurfaceMode) * lightingNdotL * shadowTime; lightMult *= 1.0 + abs(NdotE) * 0.25; specialLighting *= 1.0 - faceData.lightmap.y * sunFactor; #else float ambientMult = 1.0; float lightMult = 1.0 * lightingNdotL * shadowTime; #endif vec3 sceneLighting = ambientMult * ambientColor + lightMult * lightColor * shadow; #ifdef LIGHT_COLOR_MULTS lightColorMult = GetLightColorMult(); sceneLighting *= lightColorMult; #endif #ifdef MOON_PHASE_INF_LIGHT sceneLighting *= moonPhaseInfluence; #endif vec3 lighting = sceneLighting + specialLighting * XLIGHT_I + minLighting; lighting = lighting * AO * directionalShading + emission * 0.8; vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(playerPos)); fadeout = sqrt3(fadeout) * 0.9 + 0.1; float alphaFade = min(fadeout.x, min(fadeout.y, fadeout.z)); return vec4(color.rgb * lighting + maRecolor, alphaFade); } vec3 wsrHitPos = vec3(-100000); vec4 traceHighLOD(vec3 rayDir, vec3 stepDir, vec3 stepSizes, vec3 oldPlayerPos, vec3 newPlayerPos, vec3 voxelPos, float RVdotU, float RVdotS, float dither) { vec3 nextDist = (stepDir * 0.5 + 0.5 - fract(voxelPos)) / rayDir; float closestDist = 0.0; const float maxSteps = 14; for (int i = 0; i < maxSteps; i++) { closestDist = min(nextDist.x, min(nextDist.y, nextDist.z)); vec3 stepAxis = vec3(lessThanEqual(nextDist, vec3(closestDist))); voxelPos += stepAxis * stepDir; nextDist += stepAxis * stepSizes; if (!CheckInsideSceneVoxelVolume(voxelPos)) return vec4(0.0); if (checkVoxelAt(ivec3(voxelPos))) { vec3 normal = -stepAxis * stepDir; vec3 intersection = newPlayerPos + rayDir * closestDist; vec4 reflection = getShadedReflection(ivec3(voxelPos), oldPlayerPos, intersection, rayDir, normal, dither); if (reflection.a < -0.5) continue; wsrHitPos = intersection; vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(oldPlayerPos)); fadeout = sqrt3(fadeout) * 0.9 + 0.1; reflection *= min(fadeout.x, min(fadeout.y, fadeout.z)); float skyFade = 0.0; float reflectionPrevAlpha = reflection.a; DoFog(reflection, skyFade, length(intersection), intersection, RVdotU, RVdotS, dither, true, length(oldPlayerPos)); reflection.a = reflectionPrevAlpha * (1.0 - skyFade); return reflection; } } return vec4(-1.0); } vec4 traceLowLOD(vec3 rayDir ,vec3 stepDir, vec3 stepSizes, vec3 playerPos, vec3 voxelPos, vec3 normalOffset, float RVdotU, float RVdotS, float dither) { float lodScale = 4.0; vec3 lodVoxelPos = voxelPos / lodScale; vec3 nextDist = (stepDir * 0.5 + 0.5 - fract(lodVoxelPos)) / rayDir; float closestDistPrevious = 0.0; float closestDist = 0.0; float maxSteps = length(vec3(sceneVoxelVolumeSize)) / lodScale; for (int i = 0; i < maxSteps; i++) { if (any(greaterThan(lodVoxelPos, vec3(sceneVoxelVolumeSize) / lodScale)) || any(lessThan(lodVoxelPos, vec3(0.0)))) return vec4(0.0); if (checkLodVoxelAt(ivec3(lodVoxelPos))) { vec3 newPlayerPos = playerPos + rayDir * closestDistPrevious * lodScale; // Fixes surfaces reflecting themselves at a distance with lower resolutions, but it can cause some rare artifacts if (i <= 2) newPlayerPos += normalOffset * 0.06; vec3 newVoxelPos = playerToSceneVoxel(newPlayerPos); vec4 try = traceHighLOD(rayDir, stepDir, stepSizes, playerPos, newPlayerPos, newVoxelPos, RVdotU, RVdotS, dither); if (try.a > -0.5) return try; } closestDistPrevious = closestDist; closestDist = min(nextDist.x, min(nextDist.y, nextDist.z)); vec3 stepAxis = vec3(lessThanEqual(nextDist, vec3(closestDist))); lodVoxelPos += stepAxis * stepDir; nextDist += stepAxis * stepSizes; } return vec4(0.0); } vec4 getWSR(vec3 playerPos, vec3 normalMR, vec3 nViewPosR, float RVdotU, float RVdotS, float z0, float dither) { vec3 normalOffset = normalize(mat3(gbufferModelViewInverse) * normalMR); vec3 voxelPos = playerToSceneVoxel(playerPos); // Fixes slabs, stairs, dirt paths, and farmlands reflecting themselves if (z0 == z1 && z0 > 0.56) { vec3 playerPosFractAdded = playerPos + cameraPositionBestFract + 256.0; vec3 normalOffsetM = normalOffset * (0.04 - 0.01 * dither); ivec3 voxelPosCheck1 = ivec3(playerPosFractAdded - normalOffsetM); ivec3 voxelPosCheck2 = ivec3(playerPosFractAdded + normalOffsetM); if (voxelPosCheck1 == voxelPosCheck2) playerPos += normalOffset * 0.5; } vec3 rayDir = mat3(gbufferModelViewInverse) * nViewPosR; if (CheckInsideSceneVoxelVolume(voxelPos)) { vec3 stepDir = sign(rayDir); vec3 stepSizes = 1.0 / abs(rayDir); vec4 wsrResult = traceLowLOD(rayDir, stepDir, stepSizes, playerPos, voxelPos, normalOffset, RVdotU, RVdotS, dither); #if WORLD_SPACE_PLAYER_REF == 1 if (!is_invisible && z0 > 0.56) { float wsrTraceLength = length(wsrHitPos - playerPos); vec3 albedo; vec3 normal; float emission; #ifdef SPACEAGLE17 if (isSneaking < 0.5 || !(heldItemId == 45014 || heldItemId2 == 45014)) #endif if (rayTracePlayer(playerPos - 0.01 * rayDir, rayDir, wsrTraceLength, albedo, normal, emission)) { vec2 lmCoord = eyeBrightness / 240.0; #ifdef OVERWORLD float ambientMult = 1.5 * lmCoord.y; float lightMult = 0.2 * pow2(pow2(lmCoord.y)); #else float ambientMult = 1.5; float lightMult = 0.0; #endif vec3 voxelPosM = SceneToVoxel(vec3(0.0)); voxelPosM = clamp01(voxelPosM / vec3(voxelVolumeSize)); vec4 lightVolume = GetLightVolume(voxelPosM); lightVolume = max(lightVolume, vec4(0.000001)); vec3 specialLighting = pow(GetLuminance(lightVolume.rgb), 0.25) * DoLuminanceCorrection(pow(lightVolume.rgb, vec3(0.25))); #if HELD_LIGHTING_MODE >= 1 float tempEmission; vec3 heldLighting = GetHeldLighting(playerPos, vec3(999999.0), tempEmission, vec3(0), vec3(0), vec3(0)); specialLighting = sqrt(pow2(specialLighting) + sqrt(heldLighting)); #endif vec3 minLighting = 0.8 * sqrt(GetMinimumLighting(lmCoord.y, playerPos)); vec3 sceneLighting = ambientMult * ambientColor + lightMult * lightColor; #ifdef LIGHT_COLOR_MULTS lightColorMult = GetLightColorMult(); sceneLighting *= lightColorMult; #endif #ifdef MOON_PHASE_INF_LIGHT sceneLighting *= moonPhaseInfluence; #endif vec3 lighting = sceneLighting + specialLighting * (1.0 - lmCoord.y * sunFactor) * XLIGHT_I + minLighting + emission; vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(playerPos)); fadeout = sqrt3(fadeout) * 0.9 + 0.1; float alphaFade = min(fadeout.x, min(fadeout.y, fadeout.z)); return vec4(albedo * lighting, alphaFade); } } #endif return wsrResult; } return vec4(0.0); }