// #version 120 varying vec4 lmtexcoord; varying vec4 color; flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) flat varying vec3 avgAmbient; uniform vec3 sunVec; flat varying vec3 WsunVec; uniform sampler2D texture; uniform sampler2DShadow shadow; uniform sampler2D gaux1; uniform sampler2D noisetex; uniform float frameTimeCounter; uniform ivec2 eyeBrightnessSmooth; uniform vec2 texelSize; uniform float rainStrength; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform vec3 cameraPosition; #include "/lib/settings.glsl" #define END #define NETHER #include "/lib/diffuse_lighting.glsl" vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) 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; } 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.); vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:2 */ void main() { gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color; vec3 Albedo = toLinear(gl_FragData[0].rgb); vec2 tempOffset = offsets[framemod8]; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 p3 = mat3(gbufferModelViewInverse) * fragpos; vec3 np3 = normVec(p3); vec3 Indirect_lighting = DoAmbientLighting_Nether(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.z, normalize(vec3(0.0)), normalize(vec3(0.0)), p3 + cameraPosition); gl_FragData[0].rgb = Indirect_lighting * Albedo; }