mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
55 lines
1.5 KiB
GLSL
55 lines
1.5 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferModelViewInverse;
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uniform int frameCounter;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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flat varying vec2 TAA_Offset;
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uniform sampler2D colortex4;
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flat varying vec3 zMults;
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uniform float far;
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uniform float near;
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#include "/lib/res_params.glsl"
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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flat varying vec3 noooormal;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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zMults = vec3(1.0/(far * near),far+near,far-near);
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gl_Position = ftransform();
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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TAA_Offset = vec2(0.0);
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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vec3 noooormal = normalize(gl_NormalMatrix * gl_Normal);
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}
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