Bliss-Shader/shaders/dimensions/all_translucent.vsh

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// #version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
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/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
varying vec3 binormal;
varying vec4 tangent;
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uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;
flat varying int glass;
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attribute vec4 at_tangent;
attribute vec4 mc_Entity;
uniform sampler2D colortex4;
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uniform vec3 sunPosition;
flat varying vec3 WsunVec;
uniform float sunElevation;
varying vec4 tangent_other;
uniform int frameCounter;
uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform int hideGUI;
uniform float screenBrightness;
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uniform vec2 texelSize;
uniform int framemod8;
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.);
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
vec4 Swtich_gl_vertex = gl_Vertex;
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
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lmtexcoord.zw = lmcoord;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
color = vec4(gl_Color.rgb,1.0);
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float mat = 0.0;
if(mc_Entity.x == 8.0) {
mat = 1.0;
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gl_Position.z -= 1e-4;
}
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
#ifdef ENTITIES
mat = 0.2;
#endif
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
normalMat.a = mat;
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vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
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mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
tangent2.y, binormal.y, normalMat.y,
tangent2.z, binormal.z, normalMat.z);
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
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#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}