mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
71 lines
1.8 KiB
V Shell
71 lines
1.8 KiB
V Shell
|
#version 120
|
||
|
#extension GL_EXT_gpu_shader4 : enable
|
||
|
#include "lib/settings.glsl"
|
||
|
|
||
|
flat varying vec3 WsunVec;
|
||
|
flat varying vec3 avgAmbient;
|
||
|
flat varying vec4 lightCol;
|
||
|
flat varying float tempOffsets;
|
||
|
flat varying vec2 TAA_Offset;
|
||
|
flat varying vec3 zMults;
|
||
|
|
||
|
attribute vec4 mc_Entity;
|
||
|
uniform sampler2D colortex4;
|
||
|
varying vec4 lmtexcoord;
|
||
|
// varying float vanilla_ao;
|
||
|
|
||
|
uniform float far;
|
||
|
uniform float near;
|
||
|
uniform mat4 gbufferModelViewInverse;
|
||
|
uniform vec3 sunPosition;
|
||
|
uniform float sunElevation;
|
||
|
uniform int frameCounter;
|
||
|
|
||
|
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||
|
vec2(-1.,3.)/8.,
|
||
|
vec2(5.0,1.)/8.,
|
||
|
vec2(-3,-5.)/8.,
|
||
|
vec2(-5.,5.)/8.,
|
||
|
vec2(-7.,-1.)/8.,
|
||
|
vec2(3,7.)/8.,
|
||
|
vec2(7.,-7.)/8.);
|
||
|
|
||
|
|
||
|
#include "/lib/util.glsl"
|
||
|
#include "/lib/res_params.glsl"
|
||
|
void main() {
|
||
|
gl_Position = ftransform();
|
||
|
|
||
|
#ifdef TAA_UPSCALING
|
||
|
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
|
||
|
#endif
|
||
|
|
||
|
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||
|
TAA_Offset = offsets[frameCounter%8];
|
||
|
#ifndef TAA
|
||
|
TAA_Offset = vec2(0.0);
|
||
|
#endif
|
||
|
|
||
|
// vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||
|
// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||
|
// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||
|
// ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
|
||
|
// ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
|
||
|
// ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
|
||
|
// ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
|
||
|
|
||
|
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||
|
|
||
|
|
||
|
|
||
|
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||
|
lightCol.a = float(sunElevation > 1e-5)*2-1.;
|
||
|
lightCol.rgb = sc;
|
||
|
|
||
|
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
|
||
|
zMults = vec3((far * near)*2.0,far+near,far-near);
|
||
|
|
||
|
|
||
|
|
||
|
}
|