Bliss-Shader/shaders/world1/composite.vsh
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

52 lines
1020 B
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec3 avgAmbient;
flat varying float tempOffsets;
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
uniform sampler2D colortex4;
uniform float far;
uniform float near;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float rainStrength;
uniform float sunElevation;
uniform int frameCounter;
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.);
#include "/lib/util.glsl"
void main() {
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
tempOffsets = HaltonSeq2(frameCounter%10000);
TAA_Offset = offsets[frameCounter%8];
#ifndef TAA
TAA_Offset = vec2(0.0);
#endif
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
zMults = vec3((far * near)*2.0,far+near,far-near);
}