Bliss-Shader/shaders/gbuffers_all_translucent.vsh
2023-04-20 19:53:00 +01:00

176 lines
4.7 KiB
GLSL

// #version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
varying vec3 binormal;
varying vec4 tangent;
uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;
flat varying int glass;
attribute vec4 at_tangent;
attribute vec4 mc_Entity;
uniform sampler2D colortex4;
uniform vec3 sunPosition;
flat varying vec3 WsunVec;
uniform float sunElevation;
varying vec4 tangent_other;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
uniform int frameCounter;
uniform float far;
uniform float aspectRatio;
uniform int hideGUI;
uniform float screenBrightness;
flat varying vec3 avgAmbient;
uniform vec2 texelSize;
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.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
#define PHYSICSMOD_VERTEX
#include "/lib/oceans.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
vec4 Swtich_gl_vertex = gl_Vertex;
if(physics_iterationsNormal > 0.0){
// basic texture to determine how shallow/far away from the shore the water is
physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
// pass this to the fragment shader to fetch the texture there for per fragment normals
physics_localPosition = finalPosition.xyz;
Swtich_gl_vertex.xyz = finalPosition.xyz ;
}
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
lmtexcoord.zw = lmcoord;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
color = vec4(gl_Color.rgb,1.0);
float mat = 0.0;
if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
mat = 1.0;
gl_Position.z -= 1e-4;
}
if (mc_Entity.x == 10002) mat = 0.2;
if (mc_Entity.x == 72) mat = 0.5;
#ifdef ENTITIES
mat = 0.2;
#endif
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
normalMat.a = mat;
vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
tangent2.y, binormal.y, normalMat.y,
tangent2.z, binormal.z, normalMat.z);
viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
viewVector = normalize(tbnMatrix * viewVector);
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2-1.;
lightCol.rgb = sc;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
#ifdef DOF_JITTER
vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
jitter = rotate(radians(float(frameCounter))) * jitter;
jitter.y *= aspectRatio;
jitter.x *= DOF_ANAMORPHIC_RATIO;
#if DOF_JITTER_FOCUS < 0
float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
#else
float focusMul = gl_Position.z - DOF_JITTER_FOCUS;
#endif
vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2;
gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
#endif
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
}