mirror of
https://github.com/X0nk/Bliss-Shader.git
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99 lines
2.1 KiB
GLSL
99 lines
2.1 KiB
GLSL
#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec2 rodExposureDepth;
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flat varying vec3 WsunVec;
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flat varying float tempOffsets;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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attribute vec4 mc_Entity;
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uniform sampler2D colortex4;
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varying vec4 lmtexcoord;
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// varying float vanilla_ao;
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uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform int frameCounter;
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// uniform float sandStorm;
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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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float luma(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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flat varying float WinterTimeForSnow;
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void main() {
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gl_Position = ftransform();
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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// sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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// moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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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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zMults = vec3((far * near)*2.0,far+near,far-near);
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WinterTimeForSnow = 0.0;
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#ifdef Seasons
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#ifdef Snowy_Winter
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vec3 color1 = vec3(0.0);
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vec3 color2 = color1;
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YearCycleColor(color1, color2, WinterTimeForSnow);
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#endif
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#endif
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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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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#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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}
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