mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
25a2284a60
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.
114 lines
3.9 KiB
GLSL
114 lines
3.9 KiB
GLSL
#include "/lib/settings.glsl"
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uniform sampler2D colortex3;
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uniform sampler2D colortex6;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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float w0(float a)
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{
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return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
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}
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float w1(float a)
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{
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return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
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}
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float w2(float a)
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{
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return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
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}
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float w3(float a)
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{
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return (1.0/6.0)*(a*a*a);
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}
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float g0(float a)
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{
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return w0(a) + w1(a);
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}
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float g1(float a)
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{
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return w2(a) + w3(a);
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}
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float h0(float a)
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{
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return -1.0 + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a)
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{
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return 1.0 + w3(a) / (w2(a) + w3(a));
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}
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vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
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{
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vec4 texelSize = vec4(texelSize,1.0/texelSize);
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uv = uv*texelSize.zw;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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float g0x = g0(fuv.x);
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float g1x = g1(fuv.x);
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float h0x = h0(fuv.x);
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float h1x = h1(fuv.x);
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float h0y = h0(fuv.y);
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float h1y = h1(fuv.y);
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vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy;
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return g0(fuv.y) * (g0x * texture2D(tex, p0) +
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g1x * texture2D(tex, p1)) +
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g1(fuv.y) * (g0x * texture2D(tex, p2) +
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g1x * texture2D(tex, p3));
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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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void main() {
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/* DRAWBUFFERS:3 */
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vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize;
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#ifdef OLD_BLOOM
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vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb; //1/4 res
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bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
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bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
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bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
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bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
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bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
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bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
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gl_FragData[0].rgb = bloom * 2.0;
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#else
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float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
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// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
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vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb * weights[0]; //1/4 res
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bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb * weights[1]; //1/8 res
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bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb * weights[2]; //1/16 res
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bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb * weights[3]; //1/32 res
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bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb * weights[4]; //1/64 res
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bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb * weights[5]; //1/128 res
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bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb * weights[6]; //1/256 res
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gl_FragData[0].rgb = bloom * 3.0;
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#endif
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gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
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}
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