mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
118 lines
3.3 KiB
GLSL
118 lines
3.3 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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varying vec4 pos;
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varying vec4 localPos;
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varying vec4 gcolor;
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varying vec2 lightmapCoords;
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varying vec4 normals_and_materials;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int dh_material_id;
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uniform float nightVision;
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uniform vec2 texelSize;
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uniform int framemod8;
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#if DOF_QUALITY == 5
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uniform int hideGUI;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float screenBrightness;
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uniform float far;
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#include "/lib/bokeh.glsl"
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#endif
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#include "/lib/TAA_jitter.glsl"
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform float far;
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uniform mat4 dhProjection;
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uniform vec3 cameraPosition;
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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(dhProjection, viewSpacePosition),-viewSpacePosition.z);
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}
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#define SEASONS_VSH
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#define DH_SEASONS
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#include "/lib/climate_settings.glsl"
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void main() {
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// vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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// vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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// #ifdef PLANET_CURVATURE
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// float curvature = length(worldpos) / (16*8);
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// worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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// #endif
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// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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// gl_Position = toClipSpace3(position);
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vec4 vPos = gl_Vertex;
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vec3 cameraOffset = fract(cameraPosition);
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vPos.xyz = floor(vPos.xyz + cameraOffset + 0.5) - cameraOffset;
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vec4 viewPos = gl_ModelViewMatrix * vPos;
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localPos = gbufferModelViewInverse * viewPos;
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gl_Position = dhProjection * viewPos;
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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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lightmapCoords = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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gcolor = gl_Color;
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EMISSIVE = 0.0;
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if(dhMaterialId == DH_BLOCK_ILLUMINATED || gl_MultiTexCoord1.x >= 0.95) EMISSIVE = 0.5;
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SSSAMOUNT = 0.0;
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#if defined DH_SUBSURFACE_SCATTERING
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if (dhMaterialId == DH_BLOCK_LEAVES) SSSAMOUNT = 1.0;
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if (dhMaterialId == DH_BLOCK_SNOW) SSSAMOUNT = 0.5;
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#endif
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// a mask for DH terrain in general.
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float MATERIALS = 0.65;
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normals_and_materials = vec4(normalize(gl_NormalMatrix * gl_Normal), MATERIALS);
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dh_material_id = dhMaterialId;
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#if defined Seasons && defined OVERWORLD_SHADER
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YearCycleColor(gcolor.rgb, gl_Color.rgb, dhMaterialId == DH_BLOCK_LEAVES, dhMaterialId == DH_BLOCK_GRASS);
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#endif
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#if DOF_QUALITY == 5
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vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
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jitter = rotate(radians(float(frameCounter))) * jitter;
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jitter.y *= aspectRatio;
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jitter.x *= DOF_ANAMORPHIC_RATIO;
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#if MANUAL_FOCUS == -2
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float focusMul = 0;
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#elif MANUAL_FOCUS == -1
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float focusMul = gl_Position.z + (far / 3.0) - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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#else
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float focusMul = gl_Position.z + (far / 3.0) - MANUAL_FOCUS;
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#endif
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vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2;
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gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
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#endif
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} |