#version 120 #extension GL_EXT_gpu_shader4 : enable #define PCF varying vec4 lmtexcoord; varying vec4 color; varying vec4 normalMat; uniform sampler2D texture; uniform sampler2D gaux1; uniform vec4 lightCol; uniform vec3 sunVec; uniform vec3 upVec; uniform vec2 texelSize; uniform float skyIntensityNight; uniform float skyIntensity; uniform float sunElevation; uniform float rainStrength; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowModelView; uniform mat4 shadowProjection; //faster and actually more precise than pow 2.2 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) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) 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 interleaved_gradientNoise(float temporal){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal); return noise; } #ifdef PCF const vec2 shadowOffsets[4] = vec2[4](vec2( 0.1250, 0.0000 ), vec2( -0.1768, -0.1768 ), vec2( -0.0000, 0.3750 ), vec2( 0.3536, -0.3536 ) ); #endif float facos(float sx){ float x = clamp(abs( sx ),0.,1.); float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 ); return sx > 0. ? a : 3.14159265359 - a; } vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot) { float startJitter = (spinAngle/6.28); float alpha = sqrt(sampleNumber + startJitter/nb ); float angle = alpha * (nbRot * 6.28) + spinAngle*2.; float ssR = alpha; float sin_v, cos_v; sin_v = sin(angle); cos_v = cos(angle); return vec2(cos_v, sin_v)*ssR; } uniform int framemod8; uniform int framecouter; 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.); //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:2 */ void main() { gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color; vec2 tempOffset=offsets[framemod8]; if (gl_FragData[0].a>0.1){ vec3 albedo = toLinear(gl_FragData[0].rgb); vec3 normal = normalMat.xyz; vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb; vec3 diffuseLight = ambient; gl_FragData[0].rgb = diffuseLight*albedo*8./1500.*0.1; } }