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#include "/lib/settings.glsl"
varying vec4 pos;
varying vec4 gcolor;
varying vec2 lightmapCoords;
varying vec4 normals_and_materials;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
uniform float far;
// uniform int hideGUI;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
vec2 temp = floor( a * 255. );
return temp.x*constant1.x+temp.y*constant1.y;
}
float encodeVec2(float x,float y){
return encodeVec2(vec2(x,y));
}
// uniform sampler2D depthtex0;
// uniform vec2 texelSize;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 feetPlayerPos = p * 2. - 1.;
vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
/* RENDERTARGETS:1,7,8 */
void main() {
// overdraw prevention
if(clamp(1.0-length(pos.xyz)/max(far-16,0.0),0,1) > 0 ) discard;
vec3 normals = viewToWorld(normals_and_materials.xyz);
float materials = normals_and_materials.a;
vec4 data1 = clamp( encode(normals.xyz, vec2(lightmapCoords)), 0.0, 1.0);
// alpha is material masks, set it to 0.65 to make a DH LODs mask.
vec4 Albedo = vec4(gcolor.rgb, 1.0);
#ifdef WhiteWorld
Albedo.rgb = vec3(0.5);
#endif
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w, materials));
gl_FragData[1].a = 0.0;
#if EMISSIVE_TYPE == 0
gl_FragData[2].a = 0.0;
#else
gl_FragData[2].a = EMISSIVE;
#endif
#if SSS_TYPE == 0
gl_FragData[2].b = 0.0;
#else
gl_FragData[2].b = SSSAMOUNT;
#endif
}