mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
69 lines
1.7 KiB
V Shell
69 lines
1.7 KiB
V Shell
|
#version 120
|
||
|
#extension GL_EXT_gpu_shader4 : enable
|
||
|
#define TAA
|
||
|
varying vec2 texcoord;
|
||
|
|
||
|
flat varying vec3 WsunVec;
|
||
|
flat varying vec3 ambientUp;
|
||
|
flat varying vec3 ambientLeft;
|
||
|
flat varying vec3 ambientRight;
|
||
|
flat varying vec3 ambientB;
|
||
|
flat varying vec3 ambientF;
|
||
|
flat varying vec3 ambientDown;
|
||
|
flat varying vec3 avgAmbient;
|
||
|
flat varying vec4 lightCol;
|
||
|
flat varying float tempOffsets;
|
||
|
flat varying vec2 TAA_Offset;
|
||
|
flat varying vec3 zMults;
|
||
|
|
||
|
uniform sampler2D colortex4;
|
||
|
|
||
|
uniform float far;
|
||
|
uniform float near;
|
||
|
uniform mat4 gbufferModelViewInverse;
|
||
|
uniform vec3 sunPosition;
|
||
|
uniform float rainStrength;
|
||
|
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"
|
||
|
|
||
|
void main() {
|
||
|
gl_Position = ftransform();
|
||
|
texcoord = gl_MultiTexCoord0.xy;
|
||
|
|
||
|
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(11,37),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);
|
||
|
|
||
|
|
||
|
}
|