#version 120 //#extension GL_EXT_gpu_shader4 : disable #include "/lib/settings.glsl" // flat varying vec3 ambientUp; // flat varying vec3 ambientLeft; // flat varying vec3 ambientRight; // flat varying vec3 ambientB; // flat varying vec3 ambientF; // flat varying vec3 ambientDown; flat varying vec3 lightSourceColor; flat varying vec3 sunColor; flat varying vec3 sunColorCloud; flat varying vec3 moonColor; flat varying vec3 moonColorCloud; flat varying vec3 zenithColor; flat varying vec3 avgSky; flat varying vec2 tempOffsets; flat varying float exposure; flat varying float rodExposure; flat varying float avgBrightness; flat varying float exposureF; flat varying float fogAmount; flat varying float VFAmount; uniform sampler2D colortex4; uniform sampler2D noisetex; uniform int frameCounter; uniform float rainStrength; uniform float eyeAltitude; uniform vec3 sunVec; uniform vec2 texelSize; uniform float frameTimeCounter; uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferPreviousProjection; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform float sunElevation; uniform vec3 cameraPosition; uniform float far; uniform ivec2 eyeBrightnessSmooth; #include "/lib/util.glsl" #include "/lib/ROBOBO_sky.glsl" vec3 toShadowSpaceProjected(vec3 p3){ p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz; p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz; p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz; return p3; } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+frameCounter/1.6180339887); return noise; } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.); 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); void main() { /* DRAWBUFFERS:4 */ gl_FragData[0] = vec4(0.0); //Exposure values if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(exposure,avgBrightness,exposureF,1.0); if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 ) gl_FragData[0] = vec4(rodExposure,0.0,0.0,1.0); }