mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
83 lines
2.4 KiB
GLSL
83 lines
2.4 KiB
GLSL
// #version 120
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varying vec4 lmtexcoord;
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varying vec4 color;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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uniform sampler2D texture;
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uniform sampler2DShadow shadow;
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uniform sampler2D gaux1;
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uniform sampler2D noisetex;
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uniform float frameTimeCounter;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform vec3 cameraPosition;
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#include "/lib/settings.glsl"
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#define END
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#define NETHER
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#include "/lib/diffuse_lighting.glsl"
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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uniform int framemod8;
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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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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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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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/* DRAWBUFFERS:2 */
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void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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vec2 tempOffset = offsets[framemod8];
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec3 Indirect_lighting = DoAmbientLighting_Nether(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.z, normalize(vec3(0.0)), normalize(vec3(0.0)), p3 + cameraPosition);
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gl_FragData[0].rgb = Indirect_lighting * Albedo;
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} |