Bliss-Shader/shaders/dimensions/fogBehindTranslucent_pass.vsh
Xonk 25a2284a60 LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
2024-05-04 21:08:24 -04:00

75 lines
2.0 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;
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;
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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;
#endif
#ifdef NETHER_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0;
#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;
}