#version 120 //#extension GL_EXT_gpu_shader4 : disable #include "/lib/settings.glsl" //Computes volumetric clouds at variable resolution (default 1/4 res) flat varying vec3 sunColor; flat varying vec3 moonColor; flat varying vec3 averageSkyCol_Clouds; flat varying float tempOffsets; uniform float far; uniform float near; uniform sampler2D depthtex0; // uniform sampler2D colortex4; uniform sampler2D noisetex; flat varying vec3 WsunVec; uniform vec3 sunVec; uniform vec2 texelSize; uniform float frameTimeCounter; uniform float rainStrength; uniform int frameCounter; uniform int framemod8; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform vec3 cameraPosition; uniform mat4 gbufferModelView; // flat varying vec2 TAA_Offset; vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 p3 = p * 2. - 1.; vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } float R2_dither(){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter); } float R2_dither2(){ vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter); } float interleaved_gradientNoise(){ vec2 alpha = vec2(0.75487765, 0.56984026); vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter; 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/res_params.glsl" 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.); float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } float blueNoise2(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:0 */ #ifdef VOLUMETRIC_CLOUDS // vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+(vec2(tempOffsets)*(texelSize/4))*CLOUDS_QUALITY*RENDER_SCALE*0.5); vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5); float z = texture2D(depthtex0,halfResTC*texelSize).x; vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1)); vec4 currentClouds = renderClouds(fragpos,vec2(R2_dither(),blueNoise2()), sunColor/80., moonColor/150., (averageSkyCol_Clouds*2.0)* 8./150./3.); gl_FragData[0] = currentClouds; #else gl_FragData[0] = vec4(0.0,0.0,0.0,1.0); #endif }