float fovmult = gbufferProjection[1][1] / 1.37373871; vec2 getLensFlarePolygonOffset(float angle, int sides, float radius) { float rotationRadians = LENS_FLARE_SHAPE_ROTATION * (pi / 180.0); angle += rotationRadians; float segmentAngle = 2.0 * pi / float(sides); float r = cos(pi / float(sides)) / cos(mod(angle, segmentAngle) - pi / float(sides)); r *= radius; return vec2(sin(angle), cos(angle)) * r; } float BaseLens(vec2 lightPos, float size, float dist, float hardness) { vec2 lensCoord = texCoord + (lightPos * dist - 0.5); #if LENS_FLARE_SHAPE >= 3 float radius = length(lensCoord * vec2(aspectRatio, 1.0)); float angle = atan(lensCoord.y, lensCoord.x * aspectRatio); float polyRadius = length(getLensFlarePolygonOffset(angle, LENS_FLARE_SHAPE, 1.0)); float adjustedRadius = radius / polyRadius; float lens = clamp(1.0 - adjustedRadius / (size * fovmult), 0.0, 1.0 / hardness) * hardness; #else float lens = clamp(1.0 - length(lensCoord * vec2(aspectRatio, 1.0)) / (size * fovmult), 0.0, 1.0 / hardness) * hardness; #endif lens *= lens; lens *= lens; return lens; } float OverlapLens(vec2 lightPos, float size, float dista, float distb) { return BaseLens(lightPos, size, dista, 2.0) * BaseLens(lightPos, size, distb, 2.0); } float PointLens(vec2 lightPos, float size, float dist) { float lens = BaseLens(lightPos, size, dist, 1.5) + BaseLens(lightPos, size * 4.0, dist, 1.0) * 0.5; return lens * (0.5 + 0.5 * sunFactor); } float RingLensTransform(float lensFlare) { return pow(1.0 - pow(1.0 - pow(lensFlare, 0.25), 10.0), 5.0); } float RingLens(vec2 lightPos, float size, float distA, float distB) { float lensFlare1 = RingLensTransform(BaseLens(lightPos, size, distA, 1.0)); float lensFlare2 = RingLensTransform(BaseLens(lightPos, size, distB, 1.0)); float lensFlare = clamp(lensFlare2 - lensFlare1, 0.0, 1.0); lensFlare *= sqrt(lensFlare); lensFlare *= 1.0 - length(texCoord - lightPos - 0.5); return lensFlare; } vec2 lensFlareCheckOffsets[4] = vec2[4]( vec2( 1.0,0.0), vec2(-1.0,1.0), vec2( 0.0,1.0), vec2( 1.0,1.0) ); float AnamorphicLensFlare(vec2 lightPos, float size, float intensity) { vec2 lensCoord = abs(texCoord - lightPos - 0.5) * vec2(aspectRatio * 0.06, 0.7); // Create horizontal stretched flare float lens = clamp01(1.0 - length(pow(lensCoord / (size * fovmult), vec2(0.85))) * 4.0); lens *= sqrt1(max0(1.0 - 5.0 * pow2(distance(texCoord, lightPos + 0.5)))) * pow2(lens); // Control intensity falloff with distance return lens * intensity; } void DoLensFlare(inout vec3 color, vec3 viewPos, float dither) { #if LENSFLARE_MODE == 1 if (sunVec.z > 0.0) return; #endif vec4 clipPosSun = gbufferProjection * vec4(sunVec + 0.001, 1.0); //+0.001 fixes black screen with camera rotation set to 0,0 vec3 lightPos3 = clipPosSun.xyz / clipPosSun.w * 0.5; vec2 lightPos = lightPos3.xy; vec3 screenPosSun = lightPos3 + 0.5; float flareFactor = 1.0; vec2 cScale = 40.0 / vec2(viewWidth, viewHeight); for (int i = 0; i < 4; i++) { vec2 cOffset = (lensFlareCheckOffsets[i] - dither) * cScale; vec2 checkCoord1 = screenPosSun.xy + cOffset; vec2 checkCoord2 = screenPosSun.xy - cOffset; float zSample1 = texture2D(depthtex0, checkCoord1).r; float zSample2 = texture2D(depthtex0, checkCoord2).r; #ifdef VL_CLOUDS_ACTIVE float cloudLinearDepth1 = texture2D(colortex5, checkCoord1).a; float cloudLinearDepth2 = texture2D(colortex5, checkCoord2).a; zSample1 = min(zSample1, cloudLinearDepth1); zSample2 = min(zSample2, cloudLinearDepth2); #endif if (zSample1 < 1.0) flareFactor -= 0.125; if (zSample2 < 1.0) flareFactor -= 0.125; } float str = length(lightPos * vec2(aspectRatio, 1.0)); str = pow(clamp(str * 8.0, 0.0, 1.0), 2.0) - clamp(str * 3.0 - 1.5, 0.0, 1.0); flareFactor *= str; float oldFlareFactor = flareFactor; #ifdef SUN_MOON_DURING_RAIN flareFactor *= 0.65 - 0.4 * rainFactor; #else flareFactor *= 1.0 - rainFactor; #endif #ifdef NO_RAIN_ABOVE_CLOUDS flareFactor = mix(oldFlareFactor, flareFactor, heightRelativeToCloud); #endif vec3 flare = ( BaseLens(lightPos, 0.3, -0.45, 1.0) * vec3(2.2, 1.2, 0.1) * 0.07 + BaseLens(lightPos, 0.3, 0.10, 1.0) * vec3(2.2, 0.4, 0.1) * 0.03 + BaseLens(lightPos, 0.3, 0.30, 1.0) * vec3(2.2, 0.2, 0.1) * 0.04 + BaseLens(lightPos, 0.3, 0.50, 1.0) * vec3(2.2, 0.4, 2.5) * 0.05 + BaseLens(lightPos, 0.3, 0.70, 1.0) * vec3(1.8, 0.4, 2.5) * 0.06 + BaseLens(lightPos, 0.3, 0.90, 1.0) * vec3(0.1, 0.2, 2.5) * 0.07 + OverlapLens(lightPos, 0.08, -0.28, -0.39) * vec3(2.5, 1.2, 0.1) * 0.015 + OverlapLens(lightPos, 0.08, -0.20, -0.31) * vec3(2.5, 0.5, 0.1) * 0.010 + OverlapLens(lightPos, 0.12, 0.06, 0.19) * vec3(2.5, 0.2, 0.1) * 0.020 + OverlapLens(lightPos, 0.12, 0.15, 0.28) * vec3(1.8, 0.1, 1.2) * 0.015 + OverlapLens(lightPos, 0.12, 0.24, 0.37) * vec3(1.0, 0.1, 2.5) * 0.010 + PointLens(lightPos, 0.03, -0.55) * vec3(2.5, 1.6, 0.0) * 0.06 + PointLens(lightPos, 0.02, -0.40) * vec3(2.5, 1.0, 0.0) * 0.045 + PointLens(lightPos, 0.04, 0.43) * vec3(2.5, 0.6, 0.6) * 0.06 + PointLens(lightPos, 0.02, 0.60) * vec3(0.2, 0.6, 2.5) * 0.045 + PointLens(lightPos, 0.03, 0.67) * vec3(0.7, 1.1, 3.0) * 0.075 + RingLens(lightPos, 0.22, 0.44, 0.46) * vec3(0.10, 0.35, 2.50) * 1.5 + RingLens(lightPos, 0.15, 0.98, 0.99) * vec3(0.15, 0.40, 2.55) * 2.5 ); #if ANAMORPHIC_LENS_FLARE > 0 float anamorphicIntensity = ANAMORPHIC_LENS_FLARE * 0.1; float anamorphicFlare = AnamorphicLensFlare(lightPos, 0.53, 1.0); vec3 anamorphicColor = vec3(0.4, 0.8, 1.0) * anamorphicFlare * anamorphicIntensity; float secondaryFlare = AnamorphicLensFlare(lightPos, 0.22, 1.35); anamorphicColor += vec3(0.8667, 0.2196, 0.5961) * secondaryFlare * max0(anamorphicIntensity - 0.24); #if LENSFLARE_MODE == 2 if (sunVec.z > 0.0) { anamorphicColor = anamorphicColor * 0.35 + GetLuminance(anamorphicColor) * vec3(0.3, 0.4, 0.6); #if BLOOD_MOON > 0 vec3 hsvAnamorphicColor = rgb2hsv(anamorphicColor); anamorphicColor = mix(anamorphicColor, hsv2rgb(vec3(0, max(1.0, hsvAnamorphicColor.y), hsvAnamorphicColor.z * 2.7)), getBloodMoon(0)); #endif } #endif flare += anamorphicColor * flareFactor; #endif #if LENSFLARE_MODE == 2 if (sunVec.z > 0.0) { flare = flare * 0.2 + GetLuminance(flare) * vec3(0.3, 0.4, 0.6); flare *= clamp01(1.0 - (SdotU + 0.1) * 5.0); flareFactor *= LENSFLARE_I > 1.001 ? sqrt(LENSFLARE_I) : LENSFLARE_I; } else #endif { flareFactor *= LENSFLARE_I; flare *= clamp01((SdotU + 0.1) * 5.0); } flare *= flareFactor; color = mix(color, vec3(1.0), flare); }