mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
improve gtao/rtao/ssgi in all dimensions/lighting situations. improve RP sky support,.
This commit is contained in:
parent
38c514c2b3
commit
7607c0ff41
@ -364,7 +364,8 @@ void main() {
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vec3 Albedo = toLinear(TEXTURE.rgb);
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vec2 lightmap = lmtexcoord.zw;
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vec2 lightmap = clamp(lmtexcoord.zw,0.0,1.0);
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#ifndef OVERWORLD_SHADER
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lightmap.y = 1.0;
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@ -902,32 +902,18 @@ void main() {
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MinimumLightColor = MinimumLightColor + 0.7 * MinimumLightColor * dot(slopednormal, feetPlayerPos_normalized);
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////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// FILTER STUFF //////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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vec3 filteredShadow = vec3(1.412,1.0,0.0);
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vec2 SSAO_SSS = vec2(1.0);
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#if defined DISTANT_HORIZONS && defined DH_AMBIENT_OCCLUSION
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BilateralUpscale_REUSE_Z(colortex3, colortex14, colortex12, gl_FragCoord.xy-1.5, DH_mixedLinearZ, SSAO_SSS, filteredShadow, hand);
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#else
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BilateralUpscale_REUSE_Z(colortex3, colortex14, depthtex0, gl_FragCoord.xy-1.5, ld(z0), SSAO_SSS, filteredShadow, hand);
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#endif
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float ShadowBlockerDepth = filteredShadow.y;
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////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// START DRAW ////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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if (swappedDepth >= 1.0) {
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vec3 Background = vec3(0.0);
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#ifdef OVERWORLD_SHADER
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vec3 Background = vec3(0.0);
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 0
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float atmosphereGround = 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky.
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 0 || RESOURCEPACK_SKY == 3
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// vec3 orbitstar = vec3(feetPlayerPos_normalized.x,abs(feetPlayerPos_normalized.y),feetPlayerPos_normalized.z); orbitstar.x -= WsunVec.x*0.2;
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vec3 orbitstar = normalize(mat3(gbufferModelViewInverse) * toScreenSpace(vec3(texcoord/RENDER_SCALE,1.0)));
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float radiance = 2.39996 - (worldTime + worldDay*24000.0) / 24000.0;
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// float radiance = 2.39996 + frameTimeCounter;
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@ -936,43 +922,57 @@ void main() {
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orbitstar.xy *= rotationMatrix;
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Background += stars(orbitstar) * 10.0 * clamp(-unsigned_WsunVec.y*2.0,0.0,1.0);
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#endif
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#if RESOURCEPACK_SKY == 2
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Background += toLinear(texture2D(colortex10, texcoord).rgb * (255.0 * 2.0));
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#else
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#if RESOURCEPACK_SKY == 1
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Background += toLinear(texture2D(colortex10, texcoord).rgb * (255.0 * 2.0));
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#endif
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#ifndef ambientLight_only
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#if !defined ambientLight_only && (RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 0)
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Background += drawSun(dot(lightCol.a * WsunVec, feetPlayerPos_normalized),0, DirectLightColor,vec3(0.0));
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Background += drawMoon(feetPlayerPos_normalized, lightCol.a * WsunVec, DirectLightColor*20, Background);
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#endif
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#endif
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#ifdef SKY_GROUND
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Background *= 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky.
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Background *= atmosphereGround;
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#endif
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vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/30.0 * Sky_Brightness;
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Background += Sky;
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#if defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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vec3 resourcePackskyBox = toLinear(texture2D(colortex10, texcoord).rgb * 5.0) * 15.0 * clamp(unsigned_WsunVec.y*2.0,0.1,1.0);
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#ifdef SKY_GROUND
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resourcePackskyBox *= atmosphereGround;
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#endif
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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Background += resourcePackskyBox;
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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gl_FragData[0].rgb = vec3(0);
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#if defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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} else {
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feetPlayerPos += gbufferModelViewInverse[3].xyz;
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////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// FILTER STUFF //////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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vec3 filteredShadow = vec3(1.412,1.0,0.0);
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vec2 SSAO_SSS = vec2(1.0);
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#if defined DISTANT_HORIZONS && defined DH_AMBIENT_OCCLUSION
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BilateralUpscale_REUSE_Z(colortex3, colortex14, colortex12, gl_FragCoord.xy-1.5, DH_mixedLinearZ, SSAO_SSS, filteredShadow, hand);
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#else
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BilateralUpscale_REUSE_Z(colortex3, colortex14, depthtex0, gl_FragCoord.xy-1.5, ld(z0), SSAO_SSS, filteredShadow, hand);
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#endif
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float ShadowBlockerDepth = filteredShadow.y;
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////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////// MAJOR LIGHTSOURCE STUFF ////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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@ -1006,7 +1006,7 @@ void main() {
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vec3 cubicRadius = clamp( min((1.0-shadowEdgePos)*fadeLength, shadowEdgePos*fadeLength),0.0,1.0);
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float shadowmapFade = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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shadowmapFade = 1.0 - pow(1.0-pow(shadowmapFade,1.5),3.0); // make it nice and soft :)
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shadowmapFade = 1.0 - pow(1.0-pow(shadowmapFade,1.5),3.0);
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float shadowMapFalloff = shadowmapFade;
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float shadowMapFalloff2 = shadowmapFade;
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@ -1035,32 +1035,32 @@ void main() {
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////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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if ((isEyeInWater == 0 && isWater) || (isEyeInWater == 1 && !isWater)){
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#ifdef DISTANT_HORIZONS
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vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
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#else
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vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////
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float Vdiff = distance(viewPos, viewPos0)*mix(5.0,2.0,clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0));
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float estimatedDepth = Vdiff * abs(feetPlayerPos_normalized.y); //assuming water plane
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if ((isEyeInWater == 0 && isWater) || (isEyeInWater == 1 && !isWater)){
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#ifdef DISTANT_HORIZONS
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vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
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#else
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vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
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#endif
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// make it such that the estimated depth flips to be correct when entering water.
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if (isEyeInWater == 1){
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estimatedDepth = 40.0 * pow(max(1.0-lightmap.y,0.0),2.0);
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MinimumLightColor = vec3(10.0);
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}
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float Vdiff = distance(viewPos, viewPos0)*mix(5.0,2.0,clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0));
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float estimatedDepth = Vdiff * abs(feetPlayerPos_normalized.y); //assuming water plane
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float depthfalloff = 1.0 - clamp(exp(-0.1*estimatedDepth),0.0,1.0);
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float estimatedSunDepth = Vdiff; //assuming water plane
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Absorbtion = mix(exp(-2.0 * totEpsilon * estimatedDepth), exp(-8.0 * totEpsilon), depthfalloff);
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// apply caustics to the lighting, and make sure they dont look weird
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DirectLightColor *= mix(1.0, waterCaustics(feetPlayerPos + cameraPosition, WsunVec)*WATER_CAUSTICS_BRIGHTNESS + 0.25, clamp(estimatedDepth,0,1));
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// make it such that the estimated depth flips to be correct when entering water.
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if (isEyeInWater == 1){
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estimatedDepth = 40.0 * pow(max(1.0-lightmap.y,0.0),2.0);
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MinimumLightColor = vec3(10.0);
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}
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float depthfalloff = 1.0 - clamp(exp(-0.1*estimatedDepth),0.0,1.0);
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float estimatedSunDepth = Vdiff; //assuming water plane
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Absorbtion = mix(exp(-2.0 * totEpsilon * estimatedDepth), exp(-8.0 * totEpsilon), depthfalloff);
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// apply caustics to the lighting, and make sure they dont look weird
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DirectLightColor *= mix(1.0, waterCaustics(feetPlayerPos + cameraPosition, WsunVec)*WATER_CAUSTICS_BRIGHTNESS + 0.25, clamp(estimatedDepth,0,1));
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}
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#ifdef END_SHADER
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float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
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@ -1079,15 +1079,15 @@ void main() {
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AmbientLightColor += lightColors * (endPhase*endPhase) * (1.0-exp(vec3(0.6,2.0,2) * -(endPhase*0.1))) ;
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#endif
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/////////////////////////////////////////////////////////////////////////////////
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///////////////////////////// INDIRECT LIGHTING /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////
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#if defined OVERWORLD_SHADER
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Indirect_lighting = AmbientLightColor;
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float skylight = 1.0;
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#if indirect_effect != 2
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#if indirect_effect == 0 || indirect_effect == 1 || indirect_effect == 2
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float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y*1.5;
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if(isGrass) SkylightDir = 1.5;
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@ -1098,14 +1098,21 @@ void main() {
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#endif
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#endif
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Indirect_lighting = doIndirectLighting(AmbientLightColor * skylight, MinimumLightColor, lightmap.y);
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#if indirect_effect == 3 || indirect_effect == 4
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skylight = 2.5;
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#endif
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Indirect_lighting += doIndirectLighting(AmbientLightColor * skylight, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 30.0;
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vec3 up = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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Indirect_lighting = mix(up, Indirect_lighting, clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
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#if indirect_effect == 1
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Indirect_lighting = mix(up, Indirect_lighting, clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
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#endif
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AmbientLightColor = Indirect_lighting / 5.0;
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#endif
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@ -1116,70 +1123,6 @@ void main() {
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Indirect_lighting = Indirect_lighting + 0.7*mix(-Indirect_lighting, Indirect_lighting * dot(slopednormal, feetPlayerPos_normalized), clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
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#endif
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#ifdef OVERWORLD_SHADER
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Indirect_lighting += LightningFlashLighting;
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#endif
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#ifdef SSS_view
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Indirect_lighting = vec3(3.0);
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#endif
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/////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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float SkySSS = 1.0;
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vec3 AO = vec3(1.0);
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#if indirect_effect == 0
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AO = pow(1.0 - vanilla_AO*vanilla_AO,5.0) * vec3(1.0);
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Indirect_lighting *= AO;
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#endif
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#if indirect_effect == 1
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SkySSS = SSAO_SSS.y;
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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float SSAO_curve = pow(SSAO_SSS.x,6.0);
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// use the min of vanilla ao so they dont overdarken eachother
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AO = vec3( min(vanillaAO_curve, SSAO_curve) );
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Indirect_lighting *= AO;
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#endif
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// GTAO... this is so dumb but whatevverrr
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#if indirect_effect == 2
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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float GTAO = !hand ? ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z), viewPos, worldToView(slopednormal), r2) : 1.0;
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AO = vec3(min(vanillaAO_curve,GTAO));
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vec3 IndirectColor = Indirect_lighting;
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float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y*1.5;
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if(isGrass) SkylightDir = 1.5;
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skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8);
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skylight = min(skylight, mix(0.95, 2.5, pow(1-pow(1-GTAO, 0.5),2.0) ));
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IndirectColor *= skylight;
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Indirect_lighting = doIndirectLighting(IndirectColor, lightmap.y) * AO;
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#endif
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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if(!hand) Indirect_lighting = ApplySSRT(viewPos, normal, vec3(bnoise, noise_2), AmbientLightColor, MinimumLightColor, lightmap.y, isGrass, isDHrange);
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#endif
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#if defined END_SHADER
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Direct_lighting *= AO;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 normalOffset = vec3(0.0);
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@ -1196,7 +1139,52 @@ void main() {
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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vec3 blockLightColor = doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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Indirect_lighting += blockLightColor;
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/////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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float SkySSS = 1.0;
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vec3 AO = vec3(1.0);
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#if indirect_effect == 0
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AO = vec3(pow(1.0 - vanilla_AO*vanilla_AO,5.0));
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Indirect_lighting *= AO;
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#endif
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#if indirect_effect == 1
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SkySSS = SSAO_SSS.y;
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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float SSAO_curve = pow(SSAO_SSS.x,6.0);
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// use the min of vanilla ao so they dont overdarken eachother
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AO = vec3( min(vanillaAO_curve, SSAO_curve) );
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Indirect_lighting *= AO;
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#endif
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// // GTAO... this is so dumb but whatevverrr
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#if indirect_effect == 2
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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float GTAO = !hand ? ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z), viewPos, worldToView(slopednormal), r2) : 1.0;
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AO = vec3(min(vanillaAO_curve,GTAO));
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Indirect_lighting *= AO;
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#endif
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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if(!hand) Indirect_lighting = ApplySSRT(Indirect_lighting, blockLightColor, viewPos, normal, vec3(bnoise, noise_2), lightmap.y, isGrass, isDHrange);
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#endif
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#if defined END_SHADER
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Direct_lighting *= AO;
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#endif
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////////////////////////////////////////////////////////////////////////////////
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///////////////////////// SUB SURFACE SCATTERING ////////////////////////////
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@ -18,6 +18,7 @@ option.RESOURCEPACK_SKY = Resource Pack Sky
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value.RESOURCEPACK_SKY.0 = Do not use
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value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
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value.RESOURCEPACK_SKY.2 = Full sky
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value.RESOURCEPACK_SKY.3 = Shader Sky + RP sun/moon
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screen.Waving_Stuff = Waving Stuff
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option.WAVY_PLANTS = Waving Plants
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@ -5,12 +5,14 @@ const float k = 1.8;
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const float d0 = 0.04 + max(64.0 - shadowDistance, 0.0)/64.0 * 0.26;
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const float d1 = 0.61;
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float a = exp(d0);
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float b = (exp(d1)-a)*150./128.0;
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// thank you Espen
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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float b = (exp(d1)-a)*min(dhRenderDistance, shadowDistance)/shadowDistance;
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#else
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float b = (exp(d1)-a)*min(far+16.0*3.5, shadowDistance)/shadowDistance;
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#endif
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// #ifdef DISTANT_HORIZONS_SHADOWMAP
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// float b = (exp(d1)-a)*min(dhRenderDistance, shadowDistance)/shadowDistance;
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// #else
|
||||
// float b = (exp(d1)-a)*min(far+16.0*3.5, shadowDistance)/shadowDistance;
|
||||
// #endif
|
||||
|
||||
vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
|
||||
|
||||
|
@ -11,7 +11,7 @@ void GriAndEminShadowFix(
|
||||
float MinimumValue = 0.05;
|
||||
|
||||
// give a tiny boost to the distance mulitplier when shadowmap resolution is below 2048.0
|
||||
float ResMultiplier = 1.0 + (shadowDistance/8.0)*(1.0 - min(shadowMapResolution,2048.0)/2048.0)*0.3;
|
||||
float ResMultiplier = 1.0 + (shadowDistance/8.0)*(1.0 - min(shadowMapResolution,2048)/2048.0)*0.3;
|
||||
|
||||
float DistanceMultiplier = max(1.0 - max(1.0 - length(WorldPos) / shadowDistance, 0.0), MinimumValue) * ResMultiplier;
|
||||
|
||||
|
@ -210,29 +210,36 @@ vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
|
||||
direction.xy = normalize(direction.xy);
|
||||
|
||||
//get at which length the ray intersects with the edge of the screen
|
||||
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
|
||||
float mult = maxLengths.y;
|
||||
vec3 maxLengths = (step(0.0,direction)-clipPosition) / direction;
|
||||
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
|
||||
|
||||
vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0) * dither;
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
|
||||
vec3 stepv = (direction * mult) / quality*vec3(RENDER_SCALE,1.0);
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
|
||||
|
||||
spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
|
||||
spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE ;
|
||||
|
||||
float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
|
||||
float minZ = spos.z;
|
||||
float maxZ = spos.z;
|
||||
|
||||
for(int i = 0; i < int(quality); i++){
|
||||
spos += stepv;
|
||||
#ifdef UseQuarterResDepth
|
||||
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
|
||||
#else
|
||||
float sp = linZ(texelFetch2D(depthtex1,ivec2(spos.xy/ texelSize),0).r);
|
||||
#endif
|
||||
float currZ = linZ(spos.z);
|
||||
if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
|
||||
|
||||
#ifdef UseQuarterResDepth
|
||||
float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0));
|
||||
#else
|
||||
float sp = texelFetch2D(depthtex1,ivec2(spos.xy/ texelSize),0).r;
|
||||
#endif
|
||||
|
||||
float currZ = linZ(spos.z);
|
||||
float nextZ = linZ(sp);
|
||||
|
||||
if(nextZ < currZ && (sp <= max(minZ,maxZ) && sp >= min(minZ,maxZ))) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
|
||||
float biasamount = 0.00005;
|
||||
|
||||
minZ = maxZ - biasamount / currZ;
|
||||
maxZ += stepv.z;
|
||||
|
||||
if( sp < currZ) {
|
||||
float dist = abs(sp-currZ)/currZ;
|
||||
if (abs(dist) < biasdist*0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
|
||||
}
|
||||
spos += stepv;
|
||||
}
|
||||
return vec3(1.1);
|
||||
@ -269,18 +276,21 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes, bool hand){
|
||||
//Do one iteration for closest texel (good contact shadows)
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
|
||||
spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
|
||||
spos += stepv/(stepSize/2);
|
||||
|
||||
spos += stepv;
|
||||
|
||||
float distancered = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
|
||||
|
||||
for(int i = 0; i < iterations; i++){
|
||||
if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
|
||||
|
||||
spos += stepv*noise;
|
||||
#ifdef UseQuarterResDepth
|
||||
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0);
|
||||
#else
|
||||
float sp = linZ(texelFetch2D(depthtex1,ivec2(spos.xy/ texelSize),0).r);
|
||||
#endif
|
||||
|
||||
float currZ = linZ(spos.z);
|
||||
|
||||
if( sp < currZ) {
|
||||
@ -291,13 +301,71 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes, bool hand){
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
vec3 RT_alternate(vec3 dir, vec3 position, float noise, float stepsizes, bool hand){
|
||||
|
||||
vec3 worldpos = mat3(gbufferModelViewInverse) * position;
|
||||
|
||||
float dist = 1.0 + length(worldpos)/far; // step length as distance increases
|
||||
float stepSize = stepsizes / dist;
|
||||
|
||||
int maxSteps = 10;
|
||||
vec3 clipPosition = toClipSpace3(position);
|
||||
float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ?
|
||||
(-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;
|
||||
vec3 end = toClipSpace3(position+dir*rayLength) ;
|
||||
vec3 direction = end-clipPosition ; //convert to clip space
|
||||
|
||||
float len = max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y)/stepSize;
|
||||
//get at which length the ray intersects with the edge of the screen
|
||||
vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
|
||||
|
||||
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z)*2000.0;
|
||||
|
||||
vec3 stepv = direction/len;
|
||||
|
||||
int iterations = min(int(min(len, mult*len)-2), maxSteps);
|
||||
|
||||
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0);// + stepv*noise;
|
||||
spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
|
||||
|
||||
float minZ = spos.z;
|
||||
float maxZ = spos.z;
|
||||
|
||||
for(int i = 0; i < iterations; i++){
|
||||
if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
|
||||
|
||||
#ifdef UseQuarterResDepth
|
||||
float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0));
|
||||
#else
|
||||
float sp = texelFetch2D(depthtex1,ivec2(spos.xy/texelSize),0).r;
|
||||
#endif
|
||||
|
||||
float currZ = linZ(spos.z);
|
||||
float nextZ = linZ(sp);
|
||||
|
||||
if(nextZ < currZ && (sp <= max(minZ,maxZ) && sp >= min(minZ,maxZ))) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
|
||||
float biasamount = 0.00005;
|
||||
|
||||
minZ = maxZ-biasamount / currZ;
|
||||
maxZ += stepv.z;
|
||||
|
||||
spos += stepv*(noise*0.25+0.75);
|
||||
|
||||
}
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
vec3 ApplySSRT(
|
||||
in vec3 unchangedIndirect,
|
||||
in vec3 blockLightColor,
|
||||
|
||||
vec3 viewPos,
|
||||
vec3 normal,
|
||||
vec3 noise,
|
||||
|
||||
vec3 indirectLightColor,
|
||||
vec3 minLightColor,
|
||||
// vec3 indirectLightColor,
|
||||
// vec3 minLightColor,
|
||||
float lightmap,
|
||||
|
||||
bool isGrass,
|
||||
@ -306,88 +374,66 @@ vec3 ApplySSRT(
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
|
||||
vec3 occlusion = vec3(0.0);
|
||||
vec3 skycontribution = vec3(0.0);
|
||||
vec3 skycontribution = unchangedIndirect;
|
||||
|
||||
vec3 radiance2 = vec3(0.0);
|
||||
vec3 occlusion2 = vec3(0.0);
|
||||
vec3 skycontribution2 = vec3(0.0);
|
||||
|
||||
vec3 ambientColor = doIndirectLighting(indirectLightColor * 2.5, minLightColor, lightmap);
|
||||
vec3 skycontribution2 = unchangedIndirect;
|
||||
|
||||
vec3 bouncedLight = vec3(0.0);
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
vec2 ij = fract(R2_samples(seed) + noise.xy);
|
||||
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij)) ,1.0);
|
||||
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij)), lightmap);
|
||||
|
||||
#ifdef HQ_SSGI
|
||||
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
|
||||
#else
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30., isLOD); // choc sspt
|
||||
vec3 rayHit = RT_alternate(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 10., isLOD); // choc sspt
|
||||
#endif
|
||||
|
||||
#ifdef SKY_CONTRIBUTION_IN_SSRT
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
|
||||
|
||||
skycontribution = mix(ambientColor, pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30, vec3(0.7)), lightmap);
|
||||
skycontribution = doIndirectLighting(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30.0, minLightColor, lightmap) + blockLightColor;
|
||||
#else
|
||||
skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7));
|
||||
skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7)) + blockLightColor;
|
||||
#endif
|
||||
|
||||
|
||||
skycontribution = max(skycontribution, minLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1));
|
||||
#else
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
|
||||
|
||||
skycontribution = ambientColor * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
|
||||
#else
|
||||
skycontribution = ambientColor;
|
||||
skycontribution = unchangedIndirect * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 4
|
||||
skycontribution2 = ambientColor;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
if (rayHit.z < 1.){
|
||||
radiance += skycontribution;
|
||||
radiance2 += skycontribution2;
|
||||
|
||||
if (rayHit.z < 1.0){
|
||||
#if indirect_effect == 4
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
|
||||
radiance += texture2D(colortex5, previousPosition.xy).rgb * GI_Strength + skycontribution;
|
||||
} else{
|
||||
radiance += skycontribution;
|
||||
bouncedLight = texture2D(colortex5, previousPosition.xy).rgb * GI_Strength;
|
||||
|
||||
radiance += bouncedLight;
|
||||
radiance2 += bouncedLight;
|
||||
}
|
||||
|
||||
#else
|
||||
radiance += skycontribution;
|
||||
#endif
|
||||
|
||||
occlusion += skycontribution * GI_Strength;
|
||||
|
||||
#if indirect_effect == 4
|
||||
occlusion2 += skycontribution2 * GI_Strength;
|
||||
#endif
|
||||
|
||||
} else {
|
||||
radiance += skycontribution;
|
||||
occlusion += skycontribution;
|
||||
occlusion2 += skycontribution2;
|
||||
}
|
||||
}
|
||||
|
||||
if(isLOD) return max(radiance/nrays, 0.0);
|
||||
|
||||
occlusion *= AO_Strength;
|
||||
|
||||
#if indirect_effect == 4
|
||||
return max(radiance/nrays - max(occlusion, occlusion2*0.5)/nrays, 0.0);
|
||||
#ifdef SKY_CONTRIBUTION_IN_SSRT
|
||||
return max((radiance - occlusion)/nrays,0.0);
|
||||
#else
|
||||
return max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
float threshold = isGrass ? 0.8 : (pow(1.0-lightmap,2.0) * 0.9 + 0.1);
|
||||
return max((radiance - occlusion)/nrays, (radiance2 - occlusion2)/nrays * threshold);
|
||||
#endif
|
||||
|
||||
}
|
@ -671,7 +671,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
|
||||
|
||||
#define LIGHTNING_FLASH // FOR OPTIFINE USERS. some mods change the sky color, which can trigger the lightning flash detection.
|
||||
|
||||
#define RESOURCEPACK_SKY 0 // [0 1 2]
|
||||
#define RESOURCEPACK_SKY 0 // [0 1 2 3]
|
||||
|
||||
#ifdef IS_IRIS
|
||||
#define TRANSLUCENT_ENTITIES
|
||||
|
@ -86,22 +86,36 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
|
||||
float dist = 1.0 + clamp(position.z*position.z/50.0,0.0,2.0); // shrink sample size as distance increases
|
||||
for (int i = 0; i <= int(quality); i++) {
|
||||
|
||||
// float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0));
|
||||
|
||||
// if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
|
||||
// spos += stepv;
|
||||
|
||||
// //small bias
|
||||
// float biasamount = (0.0002 + 0.0015*pow(depthcancleoffset,5) ) / dist;
|
||||
|
||||
// if(hand) biasamount = 0.00035;
|
||||
|
||||
// minZ = maxZ-biasamount / ld(spos.z);
|
||||
// maxZ += stepv.z;
|
||||
|
||||
|
||||
float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0));
|
||||
|
||||
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
float currZ = linZ(spos.z);
|
||||
float nextZ = linZ(sp);
|
||||
|
||||
// if(nextZ < currZ) {
|
||||
if(abs(nextZ-currZ)/currZ < 0.15 && sp <= max(minZ,maxZ) && sp >= min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
|
||||
// }
|
||||
float biasamount = 0.005;
|
||||
minZ = maxZ-biasamount / linZ(spos.z);
|
||||
maxZ += stepv.z;
|
||||
|
||||
spos += stepv;
|
||||
|
||||
//small bias
|
||||
float biasamount = (0.0002 + 0.0015*pow(depthcancleoffset,5) ) / dist;
|
||||
|
||||
if(hand) biasamount = 0.00035;
|
||||
|
||||
minZ = maxZ-biasamount / ld(spos.z);
|
||||
maxZ += stepv.z;
|
||||
|
||||
reflectLength += 1.0 / quality; // for shit
|
||||
|
||||
}
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ beacon.beam.depth = true
|
||||
|
||||
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE
|
||||
|
||||
#if RESOURCEPACK_SKY == 2
|
||||
#if RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
|
||||
sun=true
|
||||
moon=true
|
||||
#else
|
||||
|
@ -1,7 +1,43 @@
|
||||
#version 120
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
/* RENDERTARGETS:0 */
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
varying vec4 color;
|
||||
varying vec2 texcoord;
|
||||
uniform sampler2D texture;
|
||||
|
||||
uniform int renderStage;
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:10 */
|
||||
|
||||
vec4 COLOR = texture2D(texture, texcoord.xy)*color;
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(renderStage == 1 || renderStage == 3) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(renderStage == 4 || renderStage == 5) { discard; return; }
|
||||
#else
|
||||
if(renderStage == 4) COLOR.rgb *= 5.0;
|
||||
#endif
|
||||
|
||||
COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(COLOR.rgb/5.0, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
|
@ -1,5 +1,40 @@
|
||||
#version 120
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! 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 color;
|
||||
varying vec2 texcoord;
|
||||
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.);
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
#endif
|
||||
}
|
@ -24,12 +24,19 @@ void main() {
|
||||
|
||||
vec4 COLOR = texture2D(texture, texcoord.xy)*color;
|
||||
|
||||
if(renderStage == 4) COLOR.rgb *= 5.0;
|
||||
// if(renderStage == 5) COLOR.rgb *= 1.5;
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(renderStage == 1 || renderStage == 3) { discard; return; }
|
||||
#endif
|
||||
|
||||
COLOR.rgb = max(COLOR.rgb * (0.9+0.1*interleaved_gradientNoise()), 0.0);
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(renderStage == 4 || renderStage == 5) { discard; return; }
|
||||
#else
|
||||
if(renderStage == 4) COLOR.rgb *= 5.0;
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = vec4(COLOR.rgb/255.0, COLOR.a);
|
||||
COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(COLOR.rgb/5.0, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
|
@ -1,7 +1,43 @@
|
||||
#version 120
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
/* RENDERTARGETS:0 */
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
varying vec4 color;
|
||||
varying vec2 texcoord;
|
||||
uniform sampler2D texture;
|
||||
|
||||
uniform int renderStage;
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:10 */
|
||||
|
||||
vec4 COLOR = texture2D(texture, texcoord.xy)*color;
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(renderStage == 1 || renderStage == 3) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(renderStage == 4 || renderStage == 5) { discard; return; }
|
||||
#else
|
||||
if(renderStage == 4) COLOR.rgb *= 5.0;
|
||||
#endif
|
||||
|
||||
COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(COLOR.rgb/5.0, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
|
@ -1,5 +1,40 @@
|
||||
#version 120
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! 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 color;
|
||||
varying vec2 texcoord;
|
||||
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.);
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
#endif
|
||||
}
|
Loading…
Reference in New Issue
Block a user