Bliss-Shader/shaders/dimensions/deferred2.fsh

148 lines
3.9 KiB
GLSL

#include "/lib/settings.glsl"
//Computes volumetric clouds at variable resolution (default 1/4 res)
flat varying vec3 sunColor;
// flat varying vec3 moonColor;
flat varying vec3 averageSkyCol;
flat varying float tempOffsets;
// uniform float far;
uniform float near;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
// uniform sampler2D colortex4;
uniform sampler2D noisetex;
uniform sampler2D colortex12;
flat varying vec3 WsunVec;
uniform float sunElevation;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform int frameCounter;
uniform int framemod8;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView;
uniform mat4 gbufferProjection;
// flat varying vec2 TAA_Offset;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
#include "/lib/DistantHorizons_projections.glsl"
float R2_dither(){
#ifdef TAA
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
#else
vec2 coord = gl_FragCoord.xy;
#endif
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float interleaved_gradientNoise(){
vec2 alpha = vec2(0.75487765, 0.56984026);
vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
#include "/lib/TAA_jitter.glsl"
float blueNoise(){
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a);
#endif
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
uniform float far;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
uniform int dhRenderDistance;
#include "/lib/lightning_stuff.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/res_params.glsl"
#define CLOUDS_INTERSECT_TERRAIN
uniform float eyeAltitude;
#include "/lib/volumetricClouds.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:0 */
#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
#ifdef CLOUDS_INTERSECT_TERRAIN
float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
#ifdef DISTANT_HORIZONS
float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
#endif
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
#endif
vec3 tesvar = vec3(0.0);
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
gl_FragData[0] = VolumetricClouds;
#else
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
#endif
}