#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); #include "/lib/end_fog.glsl" void main() { /* DRAWBUFFERS:4 */ gl_FragData[0] = vec4(0.0); //Fog for reflections if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){ vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0); vec3 viewVector = cartToSphere(p); mat2x3 vL = getVolumetricRays(fract(frameCounter/1.6180339887),mat3(gbufferModelView)*viewVector*1024.,fract(frameCounter/2.6180339887)); float absorbance = dot(vL[1],vec3(0.22,0.71,0.07)); gl_FragData[0] = vec4(vL[0].rgb * (1.0-absorbance),1.0); } //Temporally accumulate sky and light values vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb; vec3 curr = gl_FragData[0].rgb*150.; gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.); //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); }