fix includes

This commit is contained in:
Sasha 2023-07-07 13:56:38 +01:00
parent 30b9fb48aa
commit cca6a1bfc7
43 changed files with 104 additions and 104 deletions

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@ -1,13 +1,13 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec3 WsunVec;
flat varying vec2 TAA_Offset;
#include "/lib/res_params.glsl"
#include "lib/Shadow_Params.glsl"
#include "/lib/Shadow_Params.glsl"
uniform sampler2D depthtex1;
uniform sampler2D colortex1;

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec2 TAA_Offset;
flat varying vec3 WsunVec;

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@ -2,7 +2,7 @@
//Render sky, volumetric clouds, direct lighting
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
const bool colortex5MipmapEnabled = true;
const bool colortex12MipmapEnabled = true;
@ -137,17 +137,17 @@ vec3 viewToWorld(vec3 viewPosition) {
}
#include "lib/res_params.glsl"
#include "lib/Shadow_Params.glsl"
#include "lib/color_transforms.glsl"
#include "lib/sky_gradient.glsl"
#include "lib/stars.glsl"
#include "lib/volumetricClouds.glsl"
#include "lib/waterBump.glsl"
#include "lib/specular.glsl"
#include "/lib/res_params.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/stars.glsl"
#include "/lib/volumetricClouds.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/specular.glsl"
#define OVERWORLD
#include "lib/diffuse_lighting.glsl"
#include "/lib/diffuse_lighting.glsl"
float lengthVec (vec3 vec){
return sqrt(dot(vec,vec));
@ -736,7 +736,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
#include "lib/PhotonGTAO.glsl"
#include "/lib/PhotonGTAO.glsl"
uniform float detectThunderStorm;
//////////////////////////////VOID MAIN//////////////////////////////

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;

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@ -1,8 +1,8 @@
#version 120
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//Merge and upsample the blurs into a 1/4 res bloom buffer
#include "lib/res_params.glsl"
#include "/lib/res_params.glsl"
uniform sampler2D colortex3;
uniform sampler2D colortex6;

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@ -1,6 +1,6 @@
#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////

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@ -54,7 +54,7 @@ vec4 Weather_properties = Moon_Weather_properties;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
// #include "lib/biome_specifics.glsl"
// #include "/lib/biome_specifics.glsl"
#include "/lib/bokeh.glsl"
float cdist(vec2 coord) {

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
varying vec2 texcoord;

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@ -2,7 +2,7 @@
//Volumetric fog rendering
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec4 lightCol;
flat varying vec3 sunColor;
@ -41,16 +41,16 @@ uniform vec2 texelSize;
// uniform int worldTime;
#include "lib/Shadow_Params.glsl"
#include "lib/color_transforms.glsl"
#include "lib/color_dither.glsl"
#include "lib/projections.glsl"
#include "lib/sky_gradient.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/res_params.glsl"
#define TIMEOFDAYFOG
#include "lib/volumetricClouds.glsl"
#include "/lib/volumetricClouds.glsl"
float blueNoise(){
@ -114,7 +114,7 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
// return vec*inversesqrt(dot(vec,vec));
// }
#include "lib/volumetricFog.glsl"
#include "/lib/volumetricFog.glsl"
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
int spCount = 8;

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
@ -28,7 +28,7 @@ uniform mat4 gbufferModelViewInverse;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
// #include "lib/biome_specifics.glsl"
// #include "/lib/biome_specifics.glsl"
// uniform float sandStorm;

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@ -1,7 +1,7 @@
#version 120
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec3 zMults;
flat varying vec2 TAA_Offset;
@ -51,12 +51,12 @@ uniform float darknessFactor;
uniform float darknessLightFactor;
#include "lib/waterBump.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/res_params.glsl"
#include "lib/sky_gradient.glsl"
#include "lib/volumetricClouds.glsl"
// #include "lib/biome_specifics.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/volumetricClouds.glsl"
// #include "/lib/biome_specifics.glsl"
@ -81,7 +81,7 @@ vec3 toScreenSpace(vec3 p) {
}
// #include "lib/specular.glsl"
// #include "/lib/specular.glsl"

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec4 lightCol;
flat varying vec3 WsunVec;

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
uniform sampler2D colortex3;
// Compute 3x3 min max for TAA

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
//////////////////////////////VOID MAIN//////////////////////////////

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@ -3,8 +3,8 @@
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
//TAA OPTIONS
@ -83,7 +83,7 @@ uniform mat4 gbufferPreviousModelView;
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
#include "lib/projections.glsl"
#include "/lib/projections.glsl"
float luma(vec3 color) {

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying float exposureA;

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@ -1,14 +1,14 @@
#version 120
//downsample 1st pass (half res) for bloom
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
uniform sampler2D colortex5;
// uniform sampler2D colortex8;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
#include "lib/res_params.glsl"
#include "/lib/res_params.glsl"
void main() {

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@ -1,6 +1,6 @@
#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////

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@ -1,7 +1,7 @@
#version 120
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//downsample 1st pass (half res) for bloom
#include "lib/res_params.glsl"
#include "/lib/res_params.glsl"
uniform sampler2D colortex3;
// uniform sampler2D colortex8;
uniform vec2 texelSize;

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@ -1,6 +1,6 @@
#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////

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@ -1,7 +1,7 @@
#version 120
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//6 Horizontal gaussian blurs and horizontal downsampling
#include "lib/res_params.glsl"
#include "/lib/res_params.glsl"
uniform sampler2D colortex6;
uniform vec2 texelSize;

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@ -1,6 +1,6 @@
#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
varying vec2 texcoord;

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@ -1,7 +1,7 @@
#version 120
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//6 Vertical gaussian blurs and vertical downsampling
#include "lib/res_params.glsl"
#include "/lib/res_params.glsl"
uniform sampler2D colortex6;

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@ -1,7 +1,7 @@
#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
varying vec2 texcoord;

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
#define ReflectedFog
@ -43,17 +43,17 @@ uniform vec3 cameraPosition;
uniform float far;
uniform ivec2 eyeBrightnessSmooth;
#include "lib/Shadow_Params.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/util.glsl"
#include "/lib/ROBOBO_sky.glsl"
#include "lib/sky_gradient.glsl"
#include "/lib/sky_gradient.glsl"
// uniform int worldTime;
#define TIMEOFDAYFOG
#include "lib/volumetricClouds.glsl"
#include "/lib/volumetricClouds.glsl"
// #include "lib/biome_specifics.glsl"
// #include "/lib/biome_specifics.glsl"
vec3 toShadowSpaceProjected(vec3 p3){
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
@ -80,7 +80,7 @@ float luma(vec3 color) {
return dot(color,vec3(0.299, 0.587, 0.114));
}
#include "lib/volumetricFog.glsl"
#include "/lib/volumetricFog.glsl"
const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);

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@ -2,8 +2,8 @@
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
@ -38,7 +38,7 @@ uniform float rainStrength;
// uniform int worldTime;
vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition);
#include "lib/sky_gradient.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/util.glsl"
#include "/lib/ROBOBO_sky.glsl"

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
//Computes volumetric clouds at variable resolution (default 1/4 res)
@ -54,8 +54,8 @@ float interleaved_gradientNoise(){
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
#include "lib/sky_gradient.glsl"
#include "lib/volumetricClouds.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/volumetricClouds.glsl"
#include "/lib/res_params.glsl"
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 sunColor;

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
uniform sampler2D colortex4;
uniform sampler2D depthtex1;

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
uniform vec2 texelSize;
#include "/lib/res_params.glsl"

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@ -2,7 +2,7 @@
//Vignetting, applies bloom, applies exposure and tonemaps the final image
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
varying vec2 texcoord;
@ -16,8 +16,8 @@ uniform int frameCounter;
uniform int isEyeInWater;
#include "lib/color_transforms.glsl"
#include "lib/color_dither.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
{

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@ -1,6 +1,6 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec4 exposure;

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@ -31,14 +31,14 @@ uniform mat4 shadowProjection;
uniform vec3 cameraPosition;
#include "lib/settings.glsl"
#include "lib/Shadow_Params.glsl"
#include "/lib/settings.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/res_params.glsl"
#include "lib/sky_gradient.glsl"
#include "lib/volumetricClouds.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/volumetricClouds.glsl"
#define OVERWORLD
#include "lib/diffuse_lighting.glsl"
#include "/lib/diffuse_lighting.glsl"
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){

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@ -1,6 +1,6 @@
// #version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*

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@ -1,5 +1,5 @@
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*

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@ -14,7 +14,7 @@ varying vec3 binormal;
varying vec3 viewVector;
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
@ -63,16 +63,16 @@ flat varying vec3 averageSkyCol_Clouds;
#include "lib/Shadow_Params.glsl"
#include "lib/color_transforms.glsl"
#include "lib/projections.glsl"
#include "lib/sky_gradient.glsl"
#include "lib/waterBump.glsl"
#include "lib/clouds.glsl"
#include "lib/stars.glsl"
#include "lib/volumetricClouds.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/clouds.glsl"
#include "/lib/stars.glsl"
#include "/lib/volumetricClouds.glsl"
#define OVERWORLD
#include "lib/diffuse_lighting.glsl"
#include "/lib/diffuse_lighting.glsl"
float blueNoise(){

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@ -1,6 +1,6 @@
// #version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*

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@ -1,7 +1,7 @@
#version 120
//#extension GL_ARB_shader_texture_lod : disable
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
varying vec2 texcoord;

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@ -8,8 +8,8 @@ This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
#include "lib/settings.glsl"
#include "lib/Shadow_Params.glsl"
#include "/lib/settings.glsl"
#include "/lib/Shadow_Params.glsl"
#define SHADOW_MAP_BIAS 0.5
const float PI = 3.1415927;

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*

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@ -1,7 +1,7 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*