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Merge pull request #96 from jebbyk/0_12_2_bugfixes
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0 12 2 bugfixes
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jebbyk authored Mar 24, 2021
2 parents 31a5208 + 8812374 commit d230712
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Showing 211 changed files with 108 additions and 72 deletions.
6 changes: 3 additions & 3 deletions README.md
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@@ -1,4 +1,4 @@
# OSBES v0.12.1
# OSBES v0.12.2
Open Source Bedrock Edition Shader

**------------Every contributor will be listed as a developer!-----------**
Expand Down Expand Up @@ -127,9 +127,9 @@ I recomend you to use rooted device with installed Termux <span style="color:gre
|=|=|=|=|
|reflections |0.12.0 | Renderchunk refactoring |<span style="color:green">Ready</span>
|reflections |0.12.1 | Metallness pipeline and reflections|<span style="color:green">Ready</span>
|reflections |0.12.2 | bugfixes |<span style="color:purple">**In progress**</span>|
|reflections |0.12.2 | bugfixes |<span style="color:green">Ready</span>
|=|=|=|=|
|presets |0.13.0 | shaders refactoring and comments |<span style="color:orange">**Planned**</span>|
|presets |0.13.0 | shaders refactoring and comments |<span style="color:purple">**In progress**</span>|
|presets |0.13.1 | Preset defines |<span style="color:orange">**Planned**</span>|
|presets |0.13.2 | bugfixes |<span style="color:orange">**Planned**</span>|
|=|=|=|=|
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4 changes: 2 additions & 2 deletions manifest.json
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Expand Up @@ -4,14 +4,14 @@
"description": "Open Source Bedrock Edition Shader",
"name": "OSBES",
"uuid": "67010235-00f4-0484-8b1d-80b110011997",
"version": [0, 12, 1]
"version": [0, 12, 2]
},
"modules": [
{
"description": "Open Source Bedrock Edition Shader",
"type": "resources",
"uuid": "53644fac-a276-42e5-843f-a3c6f169a9cd",
"version": [0, 12, 1]
"version": [0, 12, 2]
}
],
"metadata": {
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Binary file modified pack_icon.png
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4 changes: 2 additions & 2 deletions shaders/glsl/includes/helpers.glsl
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@@ -1,7 +1,7 @@

vec3 calculateRawNormalVector(vec3 position){
highp vec3 calculateRawNormalVector(highp vec3 position){
highp vec3 dp1 = dFdx(position);
vec3 dp2 = dFdy(position);
highp vec3 dp2 = dFdy(position);

return normalize(cross(dp1, dp2));
}
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61 changes: 42 additions & 19 deletions shaders/glsl/includes/texture_mapping.glsl
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Expand Up @@ -88,30 +88,53 @@
return puddles * pow(uv1.y, 2.0);// No puddles in dark places like caves
}

float mapCaustics(sampler2D texture0, vec3 position){
vec3 mapCaustics(sampler2D texture0, highp vec3 position, float isUnderWater){
if(isUnderWater > 0.9){
float time = TIME;
float causticsSpeed = 0.05;
float causticsScale = 0.1;
highp float time = TIME;
highp float causticsSpeed = 0.05;
highp float causticsScale = 0.1;

vec2 cauLayerCoord_0 = (position.xz + vec2(position.y / 8.0)) * causticsScale + vec2(time * causticsSpeed);
vec2 cauLayerCoord_1 = (-position.xz - vec2(position.y / 8.0)) * causticsScale*0.876 + vec2(time * causticsSpeed);
highp vec2 cauLayerCoord_0 = (position.xz + vec2(position.y / 4.0)) * causticsScale + vec2(time * causticsSpeed);
highp vec2 cauLayerCoord_1 = (-position.xz - vec2(position.y / 4.0)) * causticsScale*0.876 + vec2(time * causticsSpeed);

vec2 noiseTexOffset = vec2(5.0/64.0, 1.0/64.0);
float caustics = texture2D(texture0, fract(cauLayerCoord_0)*0.015625 + noiseTexOffset).r;
caustics += texture(texture0, fract(cauLayerCoord_1)*0.015625 + noiseTexOffset).r;
highp vec2 noiseTexOffset = vec2(1.0/32.0, 0.0);
highp float caustics = texture2D(texture0, fract(cauLayerCoord_0)/32.0+ noiseTexOffset).r;
caustics += texture(texture0, fract(cauLayerCoord_1)/32.0 + noiseTexOffset).r;

/* highp float redCaustics = texture2D(texture0, fract(cauLayerCoord_0 + 0.001)/32.0+ noiseTexOffset).r;
redCaustics += texture(texture0, fract(cauLayerCoord_1 + 0.001)/32.0 + noiseTexOffset).r;
caustics = clamp(caustics, 0.0, 2.0);
highp float blueCaustics = texture2D(texture0, fract(cauLayerCoord_0 - 0.001)/32.0+ noiseTexOffset).r;
blueCaustics += texture(texture0, fract(cauLayerCoord_1 - 0.001)/32.0 + noiseTexOffset).r;
*/



// caustics = clamp(caustics, 0.0, 2.0);
if(caustics > 1.0){
caustics = 2.0 - caustics;
}
float cauHardness = 2.0;
float cauStrength = 0.8;
caustics = pow(caustics * cauStrength * (0.2 + length(FOG_COLOR.rgb)) , cauHardness);

/* if(redCaustics > 1.0){
redCaustics = 2.0 - redCaustics;
}
if(blueCaustics > 1.0){
blueCaustics = 2.0 - blueCaustics;
}*/


highp float cauHardness = 8.0;
highp float cauStrength = 1.5;

// highp float blueCaustics = ;
caustics = pow(caustics, cauHardness);
/* redCaustics = pow(redCaustics, cauHardness);
blueCaustics = pow(blueCaustics, cauHardness);*/

return caustics;
}else return 0.0;
return vec3(caustics) * cauStrength;
}else return vec3(0.0);
}


Expand All @@ -123,23 +146,23 @@

// Top left texture - default diffuse
highp vec2 diffuseMapCoord = fract(uv0 * vec2(32.0)) * vec2(0.015625);// 1.0 / 64.0 = 0.015625
diffuseMap = texelFetch(texture0, ivec2((uv0 - diffuseMapCoord) * 1024.0), 0);
diffuseMap = texelFetch(texture0, ivec2((uv0 - diffuseMapCoord) * TEXTURE_DIMENSIONS.xy), 0);

#if defined(BLEND)
if(isWater > 0.9){
reliefMap = mapWaterNormals(texture0);
}else{
highp vec2 reliefMapCoord = diffuseMapCoord - vec2(0.0, 0.015625);
reliefMap = texelFetch(texture0, ivec2((uv0 - reliefMapCoord) * 1024.0), 0).rgb;
reliefMap = texelFetch(texture0, ivec2((uv0 - reliefMapCoord) * TEXTURE_DIMENSIONS.xy), 0).rgb;
}
#else
highp vec2 reliefMapCoord = diffuseMapCoord - vec2(0.0, 0.015625);
reliefMap = texelFetch(texture0, ivec2((uv0 - reliefMapCoord) * 1024.0), 0).rgb;
reliefMap = texelFetch(texture0, ivec2((uv0 - reliefMapCoord) * TEXTURE_DIMENSIONS.xy), 0).rgb;
#endif

// Top right texture - specular map
highp vec2 rmeMapCoord = diffuseMapCoord - vec2(0.015625, 0.0);// 1.0/64.0 = 0.015625
rmeMap = clamp(texelFetch(texture0, ivec2((uv0 - rmeMapCoord) * 1024.0), 0),0.01, 1.0);
rmeMap = clamp(texelFetch(texture0, ivec2((uv0 - rmeMapCoord) * TEXTURE_DIMENSIONS.xy), 0),0.01, 1.0);
}


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8 changes: 4 additions & 4 deletions shaders/glsl/rain_snow.fragment
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Expand Up @@ -56,11 +56,11 @@ void main()

vec3 lighting = texture2D( TEXTURE_2, lightingUVs ).rgb;

float albedoR = albedo.r;
float albedoG = albedo.g;
float albedoB = albedo.b;
//if it is a rain drops then mke them gray
if(albedo.b > albedo.r + albedo.g){
albedo.rgb = vec3((albedo.r + albedo.g + albedo.b) / 2.0);
}

albedo.rgb = vec3(albedoR + albedoG + albedoB)/3.0;
vec4 finalOutput = albedo;
finalOutput.rgb *= lighting.rgb;

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41 changes: 30 additions & 11 deletions shaders/glsl/renderchunk.fragment
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Expand Up @@ -27,7 +27,7 @@ varying float isRain;
varying float isWater;
varying float isUnderWater;
varying vec4 color;
varying vec4 position;// Get pixel position in world space (used for calculate fake normals)
varying highp vec4 position;// Get pixel position in world space (used for calculate fake normals)
varying vec4 relativePosition;// Calculates from vec4 position
//#ifdef FOG
varying vec4 fogColor;
Expand Down Expand Up @@ -69,15 +69,28 @@ void main()

vec3 initialNormalVector = calculateRawNormalVector(position.xyz);
vec3 normalVector = rotateNormals(initialNormalVector, reliefMap);

vec4 diffuse = diffuseMap;
diffuse.rgb *= color.rgb;

vec4 diffuse = diffuseMap;
#ifndef SEASONS

diffuse.rgb *= color.rgb;

#else
vec2 uv = color.xy;
diffuse.rgb *= mix(vec3(1.0,1.0,1.0), texture2D( TEXTURE_2, uv).rgb*2.0, color.b);
diffuse.rgb *= color.aaa;
// diffuse.a = 1.0;
#endif


float pointLightsMap; float ambientOclusionMap; float fakeShadowMap;
readLightMaps(pointLightsMap, ambientOclusionMap, fakeShadowMap, uv1);

fakeShadowMap += mapCaustics(TEXTURE_0, position.xyz);

fakeShadowMap = clamp(fakeShadowMap, 0.0, 1.0);
if(isUnderWater > 0.9){
fakeShadowMap = ambientOclusionMap;
}

float wetness = 0.0;
if(isRain > 0.1 && isWater < 0.1){
wetness = mapPuddles(TEXTURE_0, position.xz, isRain);
Expand Down Expand Up @@ -124,12 +137,18 @@ void main()

// Mix lighting
vec3 resultLighting = skyLightDiffused.rgb * skyLightDiffused.a * ambientOclusionMap;

//this two lines should be executed before building reflection
resultLighting += vec3((isHell - isUnderWater )* 0.175);// Ambient highlighting in hell gonna be refflected
resultLighting += pointLightsDiffused * 0.25;//imagine this is a reflection of 25% of an evironment hihglighted by point light

vec4 skyLightReflected = clamp(buildRawSkyReflection(relativePosition.xyz, resultLighting), 0.0, 1.0);

resultLighting += pointLightsDiffused;
resultLighting += mainLightDiffused.rgb * mainLightDiffused.a * fakeShadowMap * (1.0 - isRain);
resultLighting += vec3(isHell * 0.175);// Ambient highlighting in hell
resultLighting += pointLightsDiffused * 0.75;// remaining point ligt isnt beign reflected

resultLighting += mainLightDiffused.rgb * mainLightDiffused.a * fakeShadowMap * (1.0 - isRain + isUnderWater);

resultLighting += resultLighting * mapCaustics(TEXTURE_0, position.xyz, isUnderWater);
diffuse.rgb *= resultLighting.rgb * 1.8 * (1.0 - metalness);


Expand All @@ -146,8 +165,8 @@ void main()


if(isHell < 0.9){
diffuse.rgb = applyBasicFogs(diffuse.rgb, skyLightDiffused.rgb, fogColor.a, milkyFog, isDay, isHell);
diffuse.rgb = applyBlueFog(diffuse.rgb, blueFog, isDay, isRain, isWater);
diffuse.rgb = applyBlueFog(diffuse.rgb, blueFog, isDay, isRain, isWater);
diffuse.rgb = applyBasicFogs(diffuse.rgb, skyLightDiffused.rgb * 2.0, fogColor.a, milkyFog, isDay, isHell);
}

diffuse.rgb = colorCorrection(diffuse.rgb);
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54 changes: 24 additions & 30 deletions shaders/glsl/renderchunk.vertex
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Expand Up @@ -84,59 +84,54 @@ void main()
color = COLOR;

isLeaves = 0.0;
if(fract(position.y) < 0.01){
if(fract(position.y) < 0.01 && fract(position.x) < 0.01 && fract(position.z) < 0.01){
isLeaves = 1.0;
}


isPlantTop = 0.0;
if(isLeaves < 0.1 && fract(uv0.y * 16.0) > 0.5){
if(isLeaves < 0.1 && fract(uv0.y * 16.0) < 0.5){
isPlantTop = 1.0;
}


#endif //BYPASS_PIXEL_SHADER

#ifdef BLEND
if(
color.b > color.g * 0.84
&& color.b > color.r * 1.69

color.b > color.g * 0.8

&& color.b > color.r * 1.13
){
isWater = 1.0;
}
float spruce = 0.0;
if(color.b > 0.9 && color.r > 0.5 && color.g > 0.01 && color.g < 0.2 && color.r < 0.95){
isWater = 0.0;
spruce = 1.0;
color.rgb = vec3(1.0);
}


if(isWater > 0.9){
highp float t = TIME;
highp vec3 rawPosCorrected = position.xyz / 2.5463;//2.5463 - chunk scale (detaching prevention)
highp vec2 impulsesMovingSpeed = vec2(1.0);
highp vec2 impulsesFreq = vec2(1.0);
// highp vec2 impulsesMovingSpeed = vec2(1.0);
// highp vec2 impulsesFreq = vec2(1.0);

highp vec2 wavesMovingSpeed = vec2(1.0, 0.25);
highp vec2 wavesFreq = vec2(2.0, 1.0);
highp float wavesScale = 0.05;
highp vec2 wavesMovingSpeed = vec2(3.0, 3.0);
highp vec2 wavesFreq = vec2(3.0, 3.0);
highp float wavesScale = 0.035;

highp vec2 i = sin(t * impulsesMovingSpeed + rawPosCorrected.xz * impulsesFreq);
highp vec2 f = pow(sin(t * wavesMovingSpeed + rawPosCorrected.xz * wavesFreq), vec2(3.0)) * wavesScale;
// highp vec2 i = sin(t * impulsesMovingSpeed + rawPosCorrected.xz * impulsesFreq);
highp vec2 f = sin(t * wavesMovingSpeed + rawPosCorrected.xz * wavesFreq) * wavesScale;

position.y += (f.x + f.y) /* (f.x + f.y)*/;
position.y += (f.x + f.y)/* (f.x + f.y)*/;
}

#endif //BYPASS_PIXEL_SHADER



#endif



// Leaves and grass
#if defined ALPHA_TEST

//if((isWater < 0.1 && color.g > color.r) || spruce > 0.5 ){
if((isLeaves > 0.5 || isPlantTop > 0.5) && isWater < 0.1 && color.g > color.r){
if((isLeaves > 0.5 || isPlantTop > 0.5) && color.g > (color.r + color.b)/2.0 ){
// Wind waves
vec3 correctedRawPos = position.xyz / 2.5463;//2.55 - size of chunk (prevent leaves detaching)
highp float t = TIME;
Expand Down Expand Up @@ -225,12 +220,11 @@ if(isUnderWater > 0.9){
blueFog.a = clamp(ownFogAlpha, 0.0, 0.75);

milkyFog.rgb = mix(vec3(2.0), vec3(0.5), isRain);
float milkyFogHeightShift = -32.0 + isRain * 128.0;
float milkyFogHeightAtenuation = 1.0/64.0;
milkyFog.a = (relativePosition.y + milkyFogHeightShift * ownFogAlpha) * milkyFogHeightAtenuation;
milkyFog.a = pow(clamp(milkyFog.a, 0.0, 1.0), 1.5);
milkyFog.a *= 0.7 + isRain*0.3;
//milkyFog.a *= ownFogAlpha;
float milkyFogHeightShift = -RENDER_DISTANCE/8.0 + isRain * 128.0;
float milkyFogHeightAtenuation = 1.0 / (RENDER_DISTANCE / 4.0);
milkyFog.a = (relativePosition.y + milkyFogHeightShift) * milkyFogHeightAtenuation;
milkyFog.a = clamp(milkyFog.a, 0.0, 1.0);
milkyFog.a *= 0.3 + isRain*0.7;
milkyFog.a = clamp(milkyFog.a, 0.0, 1.0);


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2 changes: 1 addition & 1 deletion splashes.json
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@@ -1,5 +1,5 @@
{
"splashes": [
"OSBES v0.12.1",
"OSBES v0.12.2"
]
}
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