Bliss-Shader/shaders/world-1/deferred.fsh
Xonk 2ee6634935 surprise commit
new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
2023-04-16 16:18:26 -04:00

85 lines
2.5 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#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);
void main() {
/* DRAWBUFFERS:4 */
gl_FragData[0] = vec4(0.0);
//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);
}