LoVisual/mod/src/main/resources/assets/lovisual/shaders/hand_glass.frag
loki5512344 9d08fa910a chore(history): squash 59 commit(s) from 2026-09-23
- refactor(hud/weather/render): Scoreboard 931→240 + Rain 903→159 + UiMeshGeometry 956→99 (8.5.2)
- refactor(chams): Chams 985 → 129 + 4×≤195 (8.5.2)
- refactor(module): Module 1031 → 139 + 4×≤134 (8.5.2)
- refactor(tooltips): BetterTooltips 960 → 181 + 4×≤199 (8.5.2)
- refactor(clickgui): ClickGuiPickerState 970→166 + ModulesMenuScreen 966→145 (8.5.2)
- refactor(clickgui): CombatProtocolHeuristicsEditorState 932→79 + 4×≤192 (8.5.2)
- refactor(hud): CompactHudStatModel 894 → 125 + 4×≤175 (8.5.2)
- refactor(iris): ShaderPatchCompiler 843→66 + 4×≤174 (8.5.2)
- refactor(tab): CustomTabList 834→136 + 4×≤166 (8.5.2)
- refactor(relations): OnlineRelationPlayerPickerComponent 837→74 + 4×≤192 (8.5.2)
- refactor(hits): HitEffect 770→120 + 4×≤176 (8.5.2)
- refactor(predict): Predictions 815→150 + 4×≤195 (8.5.2)
- refactor(config): ConfigProfilesComponent 799→125 + 4×≤195 (8.5.2)
- refactor(sim): PlayerMovementSimulation 757→157 + 4×≤194 (8.5.2)
- refactor(predict): ProjectilePuncher 747→104 + 3×≤134 (8.5.2)
- refactor(crosshair): Crosshair 743→143 + 4×≤167 (8.5.2)
- refactor(mediaplayer): MediaPlayer 743→174 + 4×≤196 (8.5.2)
- refactor(hud): Itemizer 699→193 + Cooldowns 707→151 (8.5.2)
- refactor(hud): Potions 617→176 + 4×≤166 (8.5.2)
- refactor(hud): Admins 702→118 + 4×≤138 (8.5.2)
- refactor(hud): Keybinds 611→157 + 4×≤160 (8.5.2)
- refactor(hud): ModuleList 499→181 + 3×≤150 (8.5.2)
- refactor(hud): Radar 392→161 + 2×≤124 (8.5.2)
- refactor(hud): Fps 309→168 + 3×≤107 (8.5.2)
- refactor(hud): Memory 304→151 + 3×≤144 (8.5.2)
- refactor(hud): Tps 339→154 + 3×≤143 (8.5.2)
- refactor(hud): Ping 309→145 + 3×≤125 (8.5.2)
- refactor(hud): SpeedBps 334→156 + 3×≤142 (8.5.2)
- refactor(hud): GameTime 314→150 + 3×≤127 (8.5.2)
- refactor(hud): SystemTime 300→136 + 3×≤130 (8.5.2)
- refactor(hud): Coordinates 337→174 + 2×≤172 (8.5.2)
- refactor(hud): Armor 324→162 + 2×≤148 (8.5.2)
- refactor(hud): Inventory 476→153 + 3×≤181 (8.5.2)
- docs(todo): обновлён 8.5.2 — отмечены готовые гиганты (BetterButtons/InventorySwap/Svg/Темы/WorldParticles/Module/Chams и хвост)
- docs(api): папка combatant-client-26.2/docs + addons.md (API можно ломать при рефакторе)
- refactor(visuals): BlockHighlight 692→271 + 4×≤200 (8.5.2)
- refactor(mixins): GameRendererMixin 830→344 (хуки) + 4 хелпера (8.5.2)
- refactor(visuals): WorldParticles 821→260 + 6×≤200, режимы добиты (8.5.2)
- docs(todo): 8.5.2 — WorldParticles/GameRendererMixin/BlockHighlight отмечены ГОТОВО
- refactor(render): MeshBuilder 738→447 (фасад write-API) + 3 хелпера, FrameStats снесён (8.5.2)
- docs(todo): Фаза 10 — дизайн платформы (аккаунты/конфиги/аватарки), backlog RPC-чата
- docs(todo): Подсистема 3 — Аддоны 2.0 (скрипты/версии) + витрина аддонов + админка
- docs(todo): Подсистема 2 — RPC-чат/друзья/виджеты-телеметрия + рейт-лимиты, доп. правки Подсистемы 3
- chore: переименование combatant-client-26.2 -> mod, добавлены backend/ и frontend/
- docs(backend): implementation plan for accounts-service (Подсистема 1, часть 1)
- chore: пересоздать backend/frontend через cargo new и bun create vite + tailwind; убрать таблицу компонентов из TODO.md
- docs(backend): edition 2024 в плане вместо 2021
- chore: обновить версии до реально актуальных (проверено компиляцией)
- docs: правила платформы (лимит 250 строк, антипаттерны backend/frontend по итогам ресёрча) + frontend/ARCHITECTURE.md
- docs: добавить правило ≤4 файла на папку в правила платформы (backend/frontend)
- docs: commit messages in English from now on
- chore: gitignore .superpowers/ scratch directory
- docs: commit messages in English from now on (mod)
- feat(backend): scaffold accounts-service with health check
- chore(backend): remove target/ build artifacts from git, add gitignore
- chore: track docs/ in git (was accidentally gitignored, never committed)
- chore(backend): convert to Cargo workspace, plan full microservice layout
- feat(backend): accounts/avatars/device_links schema + migration
- feat(backend): argon2id password hashing
2026-09-23 22:38:08 +02:00

298 lines
11 KiB
GLSL

#version 330 core
/*
* This file is part of the LoVisual Client distribution.
* Copyright (c) 2026 loki5512344.
*
* Licensed under the GNU General Public License v3.0.
*/
in vec2 v_TexCoord;
out vec4 fragColor;
uniform sampler2D u_Src;
uniform sampler2D u_Mask;
layout (std140) uniform HandGlass {
vec4 uScreen; // xy = framebuffer size, z = time, w = inner edge width in pixels
vec4 uTint; // rgb = glass tint, a = overlay alpha
vec4 uMaterial; // x = strength, y = refraction pixels, z = edge haze strength, w = frost blur radius pixels
vec4 uReserved; // x = body frost strength, y = chromatic pixels, z = edge refraction multiplier, w = clarity
};
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
float saturate(float v) {
return clamp(v, 0.0, 1.0);
}
vec3 saturate(vec3 v) {
return clamp(v, 0.0, 1.0);
}
float luminance(vec3 c) {
return dot(c, LUMA);
}
vec2 safeNormalize(vec2 v, vec2 fallback) {
float len2 = dot(v, v);
if (len2 <= 1e-6) return fallback;
return v * inversesqrt(len2);
}
ivec2 clampPixel(ivec2 p) {
ivec2 size = textureSize(u_Mask, 0);
return clamp(p, ivec2(0), max(size - ivec2(1), ivec2(0)));
}
ivec2 pixelFromUv(vec2 uv) {
ivec2 size = textureSize(u_Mask, 0);
vec2 p = floor(clamp(uv, vec2(0.0), vec2(0.999999)) * vec2(size));
return clampPixel(ivec2(p));
}
float rawMaskPixel(ivec2 p) {
vec4 mask = texelFetch(u_Mask, clampPixel(p), 0);
return max(mask.a, max(mask.r, max(mask.g, mask.b)));
}
float solidMaskPixel(ivec2 p) {
return step(0.16, rawMaskPixel(p));
}
float maskSupport1(ivec2 p) {
float s = solidMaskPixel(p);
s += solidMaskPixel(p + ivec2( 1, 0));
s += solidMaskPixel(p + ivec2(-1, 0));
s += solidMaskPixel(p + ivec2( 0, 1));
s += solidMaskPixel(p + ivec2( 0, -1));
s += solidMaskPixel(p + ivec2( 1, 1));
s += solidMaskPixel(p + ivec2(-1, 1));
s += solidMaskPixel(p + ivec2( 1, -1));
s += solidMaskPixel(p + ivec2(-1, -1));
return s;
}
float maskSupport2(ivec2 p) {
float s = 0.0;
s += solidMaskPixel(p + ivec2( 2, 0));
s += solidMaskPixel(p + ivec2(-2, 0));
s += solidMaskPixel(p + ivec2( 0, 2));
s += solidMaskPixel(p + ivec2( 0, -2));
s += solidMaskPixel(p + ivec2( 2, 2));
s += solidMaskPixel(p + ivec2(-2, 2));
s += solidMaskPixel(p + ivec2( 2, -2));
s += solidMaskPixel(p + ivec2(-2, -2));
return s;
}
float filteredMaskPixel(ivec2 p) {
float raw = rawMaskPixel(p);
if (raw < 0.16) return 0.0;
// Mask is captured from vanilla hand render, so glint/texture sparkle can leave
// isolated alpha dots. Kill unsupported pixels before the glass material runs.
float s1 = maskSupport1(p);
float s2 = maskSupport2(p);
float keep = step(2.5, s1) * step(0.5, s1 + s2);
return raw * keep;
}
float maskAt(vec2 uv) {
return filteredMaskPixel(pixelFromUv(uv));
}
float maskAtOffset(vec2 uv, ivec2 offset) {
return filteredMaskPixel(pixelFromUv(uv) + offset);
}
vec3 sceneAt(vec2 uv) {
return texture(u_Src, clamp(uv, vec2(0.001), vec2(0.999))).rgb;
}
float erodeMin8(vec2 uv, float radiusPx) {
int r = int(clamp(floor(radiusPx + 0.5), 1.0, 32.0));
ivec2 p = pixelFromUv(uv);
float m = filteredMaskPixel(p);
m = min(m, filteredMaskPixel(p + ivec2( r, 0)));
m = min(m, filteredMaskPixel(p + ivec2(-r, 0)));
m = min(m, filteredMaskPixel(p + ivec2(0, r)));
m = min(m, filteredMaskPixel(p + ivec2(0, -r)));
m = min(m, filteredMaskPixel(p + ivec2( r, r)));
m = min(m, filteredMaskPixel(p + ivec2(-r, r)));
m = min(m, filteredMaskPixel(p + ivec2( r, -r)));
m = min(m, filteredMaskPixel(p + ivec2(-r, -r)));
return m;
}
vec2 maskNormal(vec2 uv, float radiusPx) {
int r = int(clamp(floor(radiusPx + 0.5), 1.0, 8.0));
ivec2 p = pixelFromUv(uv);
float l = filteredMaskPixel(p + ivec2(-r, 0));
float rgt = filteredMaskPixel(p + ivec2( r, 0));
float d = filteredMaskPixel(p + ivec2(0, -r));
float u = filteredMaskPixel(p + ivec2(0, r));
return safeNormalize(vec2(l - rgt, d - u), vec2(0.0, -1.0));
}
vec2 liquidFlow(vec2 uv, float time) {
vec2 p = uv * vec2(5.2, 3.7);
float a = sin(p.y * 1.62 + time * 0.42 + sin(p.x * 0.84 + time * 0.18));
float b = cos(p.x * 1.48 - time * 0.36 + cos(p.y * 0.92 - time * 0.14));
float c = sin((p.x - p.y) * 0.98 + time * 0.25);
float d = cos((p.x + p.y) * 0.72 - time * 0.20);
return vec2(a + c * 0.34 + d * 0.12, b - c * 0.30 + d * 0.10) * 0.5;
}
vec3 frostedScene(vec2 uv, vec2 normal, vec2 texel, float radiusPx) {
vec2 n = safeNormalize(normal, vec2(0.0, -1.0));
vec2 t = vec2(-n.y, n.x);
float r = max(radiusPx, 0.15);
vec2 n1 = n * texel * r;
vec2 t1 = t * texel * r;
vec2 n2 = n * texel * (r * 1.85);
vec2 t2 = t * texel * (r * 1.55);
vec2 d1 = (n + t) * texel * (r * 1.15);
vec2 d2 = (n - t) * texel * (r * 1.15);
vec2 d3 = (-n + t) * texel * (r * 1.15);
vec2 d4 = (-n - t) * texel * (r * 1.15);
vec3 c = sceneAt(uv) * 0.185;
c += sceneAt(uv + n1) * 0.095;
c += sceneAt(uv - n1) * 0.095;
c += sceneAt(uv + t1) * 0.095;
c += sceneAt(uv - t1) * 0.095;
c += sceneAt(uv + d1) * 0.070;
c += sceneAt(uv + d2) * 0.070;
c += sceneAt(uv + d3) * 0.070;
c += sceneAt(uv + d4) * 0.070;
c += sceneAt(uv + n2) * 0.0425;
c += sceneAt(uv - n2) * 0.0425;
c += sceneAt(uv + t2) * 0.0425;
c += sceneAt(uv - t2) * 0.0425;
c += sceneAt(uv + n2 + t1 * 0.75) * 0.025;
c += sceneAt(uv + n2 - t1 * 0.75) * 0.025;
c += sceneAt(uv - n2 + t1 * 0.75) * 0.025;
c += sceneAt(uv - n2 - t1 * 0.75) * 0.025;
return c;
}
vec3 glassTone(vec3 scene, vec3 tint, float strength, float haze) {
float l = max(luminance(scene), 1e-4);
float peak = max(scene.r, max(scene.g, scene.b));
float bright = smoothstep(0.42, 0.88, l);
float glare = smoothstep(0.72, 1.00, peak);
float targetLuma = mix(l, 0.56 + 0.26 * sqrt(l), saturate(0.42 + haze * 0.48 + strength * 0.025));
targetLuma *= 1.0 - glare * 0.055;
vec3 mapped = scene * (targetLuma / l);
float ml = luminance(mapped);
float sat = mix(0.82, 1.05, saturate(1.0 - haze * 0.55));
mapped = vec3(ml) + (mapped - vec3(ml)) * sat;
float tl = luminance(tint);
mapped += (tint - vec3(tl)) * (0.055 + strength * 0.018 + haze * 0.050);
mapped += mix(vec3(1.0), tint, 0.18) * (0.020 + bright * 0.020) * haze;
return saturate(mapped);
}
void main() {
vec2 fbSize = max(uScreen.xy, vec2(1.0));
vec2 texel = 1.0 / fbSize;
vec2 uv = v_TexCoord;
vec3 base = sceneAt(uv);
float mask = saturate(maskAt(uv));
if (mask <= 0.001) {
fragColor = vec4(base, 1.0);
return;
}
float time = uScreen.z;
float edgeWidthPx = clamp(uScreen.w, 3.0, 28.0);
float strength = max(uMaterial.x, 0.0);
float refractionPx = max(uMaterial.y, 0.0);
float hazeStrength = saturate(uMaterial.z);
float frostBlurPx = max(uMaterial.w, 0.0);
float bodyFrost = saturate(uReserved.x);
float chromaPxBase = max(uReserved.y, 0.0);
float edgeRefractionMul = max(uReserved.z, 0.0);
float clarity = saturate(uReserved.w);
vec3 tint = saturate(uTint.rgb);
float alpha = saturate(uTint.a);
// Inner silhouette zones only. This is a fog/refraction band, not legacy outline.
float erodedTight = erodeMin8(uv, max(1.5, edgeWidthPx * 0.28));
float erodedMid = erodeMin8(uv, max(2.5, edgeWidthPx * 0.62));
float erodedWide = erodeMin8(uv, edgeWidthPx);
float tightEdge = saturate((mask - erodedTight) * 3.10);
float midEdge = saturate((mask - erodedMid) * 2.15);
float broadEdge = saturate((mask - erodedWide) * 1.55);
float edge = saturate(max(tightEdge, max(midEdge * 0.86, broadEdge * 0.72)));
float body = smoothstep(0.03, 0.98, mask);
vec2 maskN = maskNormal(uv, mix(1.4, 6.6, edge));
vec2 flowN = safeNormalize(liquidFlow(uv, time), maskN);
vec2 normal = safeNormalize(mix(flowN, maskN, saturate(0.48 + edge * 0.48)), maskN);
float pulse = 0.84 + 0.16 * sin(time * 0.52 + uv.y * 9.0 + uv.x * 5.0);
float bodyRefraction = refractionPx * (0.14 + bodyFrost * 0.18) * body;
float edgeRefraction = refractionPx * edgeRefractionMul * (0.34 + edge * 1.18) * pulse;
vec2 refractUv = clamp(uv + normal * texel * (bodyRefraction + edgeRefraction), vec2(0.001), vec2(0.999));
float blurPx = frostBlurPx * (0.78 + bodyFrost * 0.34 + edge * 0.58);
vec3 blurred = frostedScene(refractUv, normal, texel, blurPx);
vec3 widerBlur = frostedScene(refractUv + liquidFlow(uv * 0.56 + 0.17, time) * texel * blurPx * 0.42,
normal, texel, blurPx * (1.48 + edge * 0.34));
vec3 clean = sceneAt(refractUv);
float edgeHaze = saturate(edge * hazeStrength);
float fogAmount = saturate(bodyFrost * body * (0.64 + 0.11 * strength) + edgeHaze * 0.74);
vec3 glassScene = mix(clean, blurred, fogAmount);
glassScene = mix(glassScene, widerBlur, saturate((edgeHaze * 0.56 + bodyFrost * 0.30) * (1.0 - clarity * 0.50)));
vec3 glass = glassTone(glassScene, tint, strength, saturate(fogAmount + edgeHaze * 0.45));
float chromaPx = chromaPxBase * (0.28 + edge * 1.32 + bodyFrost * 0.18);
vec2 chroma = normal * texel * chromaPx;
vec3 prism = vec3(
sceneAt(refractUv + chroma).r,
frostedScene(refractUv, normal, texel, blurPx * 0.82).g,
sceneAt(refractUv - chroma).b
);
prism = glassTone(prism, tint, strength + 0.28, saturate(edgeHaze + 0.22));
glass = mix(glass, prism, saturate(edge * 0.26 + tightEdge * 0.14));
float topLight = saturate(dot(normal, normalize(vec2(-0.30, 0.96))) * 0.5 + 0.5);
float sceneLuma = luminance(glassScene);
float brightScene = smoothstep(0.50, 0.90, sceneLuma);
// Smooth liquid movement only. No thresholded caustic/sparkle pattern: it was
// visible as isolated white pixels on enchanted/high-contrast item textures.
float waveA = 0.5 + 0.5 * sin((uv.x + normal.x * 0.05) * 7.5 + time * 0.52);
float waveB = 0.5 + 0.5 * cos((uv.y - normal.y * 0.04) * 5.2 - time * 0.38);
float liquidSheen = waveA * waveB;
glass += mix(tint, vec3(1.0), 0.58) * liquidSheen * body * (1.0 - edge * 0.45) * (0.010 + 0.014 * saturate(strength));
vec3 fogTint = mix(vec3(luminance(glass)), mix(vec3(1.0), tint, 0.16), 0.64);
float milkyFog = saturate(edgeHaze * (0.38 + 0.28 * topLight) + bodyFrost * body * 0.17);
milkyFog *= 1.0 - brightScene * 0.28;
glass = mix(glass, fogTint, milkyFog);
vec3 edgeHighlight = mix(vec3(1.0), tint, 0.10 + brightScene * 0.06);
float highlight = saturate((tightEdge * 0.10 + midEdge * 0.075) * (0.74 + 0.30 * topLight) * (1.0 - brightScene * 0.45));
glass = mix(glass, edgeHighlight, highlight);
glass = saturate(glass);
float bodyMix = body * alpha * (0.30 + 0.12 * saturate(strength) + bodyFrost * 0.18);
float edgeMix = edge * alpha * (0.56 + 0.18 * saturate(strength)) * (0.82 + 0.18 * topLight);
float finalMix = saturate(bodyMix + edgeMix);
finalMix *= mix(1.0, 0.82, clarity);
vec3 outColor = mix(base, glass, finalMix);
fragColor = vec4(saturate(outColor), 1.0);
}