Bliss-Shader/shaders/dimensions/composite2.vsh

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#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
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flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
flat varying float exposure;
#endif
#if defined Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
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flat varying vec3 WsunVec;
flat varying vec3 refractedSunVec;
uniform vec2 texelSize;
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uniform sampler2D colortex4;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
flat varying vec2 TAA_Offset;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"
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void main() {
gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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#ifdef OVERWORLD_SHADER
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
#if defined Daily_Weather
dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
#endif
#endif
#ifdef NETHER_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 10.0;
#endif
#ifdef END_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(5.0);
#endif
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#endif
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
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}