Bliss-Shader/shaders/dimensions/fogBehindTranslucent_pass.vsh
2024-11-15 17:54:18 -05:00

90 lines
2.5 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;
#ifdef Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
flat varying vec3 WsunVec;
flat varying vec3 refractedSunVec;
// flat varying float tempOffsets;
uniform sampler2D colortex4;
flat varying float exposure;
uniform float sunElevation;
uniform vec2 texelSize;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"
void main() {
gl_Position = ftransform();
// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
// #ifdef TAA
// tempOffsets = HaltonSeq2(frameCounter%10000);
// #else
// tempOffsets = 0.0;
// #endif
#ifdef OVERWORLD_SHADER
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
#if defined Daily_Weather
dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
#endif
#endif
#ifdef NETHER_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = volumetricsFromTex(vec3(0.0,1.0,0.0), colortex4, 6).rgb;
#endif
#ifdef END_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(15);
#endif
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
// WsunVec = normalize(LightDir);
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
}