Code sanity

This commit is contained in:
JozsefA 2021-04-15 13:28:23 -07:00
parent f12d9452b4
commit 45b1412837
2 changed files with 31 additions and 40 deletions

View file

@ -83,9 +83,6 @@ public class EffectsHandler {
GL20.glDepthRange(getNearPlane(), getFarPlane());
// float[] floats = new float[2];
// GL20.glGetFloatv(GL20.GL_DEPTH_RANGE, floats);
prepFramebufferSize();
Framebuffer mainBuffer = Minecraft.getInstance().getFramebuffer();
@ -112,36 +109,19 @@ public class EffectsHandler {
program.bindInverseView(inverseView);
Vector3d pos1 = new Vector3d(330, 0, 110);
// Vector3d pos1 = new Vector3d(852, 79, -204);
// Vector3d pos2 = new Vector3d(858, 95, -260);
// Vector3d pos3 = new Vector3d(906, 84, -207);
Vector3d cameraPos = gameRenderer.getActiveRenderInfo().getProjectedView();
program.setTestParam((float) (Math.E - 0.99));
program.setCameraPos(cameraPos.inverse());
for (int i = 0; i < 16; i++) {
double angle = (Math.PI * AnimationTickHolder.getRenderTime() / 40) + i * Math.PI / 4;
program.addSphere(new SphereFilterProgram.FilterSphere()
.setCenter(pos1.subtract(cameraPos).add(0, 0, i * 30))
.setCenter(pos1.subtract(cameraPos).add(0, 0, i * 10))
.setRadius(15)
.setFeather(0.5f)
.setFeather(0f)
.setFilter(ColorMatrices.hueShift((float) i / 16 * 360 + AnimationTickHolder.getRenderTime())));
}
// program.addSphere(new SphereFilterProgram.FilterSphere()
// .setCenter(pos2.subtract(cameraPos))
// .setRadius(50)
// .setFeather(0.5f)
// .setFilter(ColorMatrices.sepia(1)));
//
// program.addSphere(new SphereFilterProgram.FilterSphere()
// .setCenter(pos3.subtract(cameraPos))
// .setRadius(20)
// .setFeather(3f)
// .setFilter(ColorMatrices.saturate(4)));
program.uploadFilters();
program.setFarPlane(getFarPlane());

View file

@ -1,5 +1,7 @@
#version 140
#define LC 1.7282818// e - 0.99
#flwinclude <"create:core/color.glsl">
in vec2 ScreenCoord;
@ -34,7 +36,7 @@ layout (std140) uniform Filters {
float linearizeDepth(float d, float zNear, float zFar) {
float clipZ = 2.0 * d - 1.0;
float linearized = zNear * zFar / (zFar + zNear - clipZ * (zFar - zNear));
return testParam * linearized;
return LC * linearized;
}
vec4 filterColor(mat4 colorOp, vec4 frag) {
@ -54,26 +56,35 @@ float getDepth() {
return depth;
}
void main() {
float depth = getDepth();
vec3 worldPos = WorldDir * depth - uCameraPos;
vec4 applyFilters(vec3 worldPos, vec4 diffuse) {
vec4 accum = diffuse;
vec4 diffuse = texture2D(uColor, ScreenCoord);
//
// for (int i = 0; i < uCount; i++) {
// SphereFilter s = uSpheres[i];
//
// float distance = distance(s.sphere.xyz, worldPos);
// float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
//
// accum = mix(accum, filterColor(s.colorOp, accum), strength);
// }
//
// Color = accum;
for (int i = 0; i < uCount; i++) {
SphereFilter s = uSpheres[i];
vec3 fractionalCoords = fract(worldPos);
float distance = distance(s.sphere.xyz, worldPos);
float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
accum = mix(accum, filterColor(s.colorOp, diffuse), strength);
}
return accum;
}
vec4 debugGrid(vec3 worldPos, vec4 diffuse) {
vec3 fractionalCoords = fract(worldPos - uCameraPos);
vec3 isBonudary = step(15./16., fractionalCoords);
Color = vec4(mix(diffuse.rgb, fractionalCoords, isBonudary), 1.);
return vec4(mix(diffuse.rgb, fractionalCoords, isBonudary), 1.);
}
void main() {
float depth = getDepth();
vec3 worldPos = WorldDir * depth;
vec4 diffuse = texture2D(uColor, ScreenCoord);
//Color = applyFilters(worldPos, diffuse);
Color = debugGrid(worldPos, diffuse);
}