mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
233056d61c
also a clean up the translucent gbuffer program a bit
152 lines
4.0 KiB
GLSL
152 lines
4.0 KiB
GLSL
// #version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec4 tangent;
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uniform mat4 gbufferModelViewInverse;
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varying vec3 viewVector;
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flat varying int glass;
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attribute vec4 at_tangent;
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attribute vec4 mc_Entity;
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uniform sampler2D colortex4;
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uniform vec3 sunPosition;
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flat varying vec3 WsunVec;
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uniform float sunElevation;
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varying vec4 tangent_other;
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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 vec2 texelSize;
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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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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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#define PHYSICSMOD_VERTEX
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#include "/lib/oceans.glsl"
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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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void main() {
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vec4 Swtich_gl_vertex = gl_Vertex;
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if(physics_iterationsNormal > 0.0){
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// basic texture to determine how shallow/far away from the shore the water is
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physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
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// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
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vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
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// pass this to the fragment shader to fetch the texture there for per fragment normals
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physics_localPosition = finalPosition.xyz;
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Swtich_gl_vertex.xyz = finalPosition.xyz ;
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}
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
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lmtexcoord.zw = lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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color = vec4(gl_Color.rgb,1.0);
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float mat = 0.0;
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if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
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mat = 1.0;
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gl_Position.z -= 1e-4;
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}
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
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#ifdef ENTITIES
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mat = 0.2;
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#endif
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
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normalMat.a = mat;
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vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
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binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
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mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
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tangent2.y, binormal.y, normalMat.y,
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tangent2.z, binormal.z, normalMat.z);
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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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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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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}
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