mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
132 lines
3.2 KiB
GLSL
132 lines
3.2 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 gcolor;
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varying vec4 normals_and_materials;
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varying vec2 lightmapCoords;
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flat varying int isWater;
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uniform sampler2D colortex4;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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#ifdef OVERWORLD_SHADER
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#if defined Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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#endif
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varying mat4 normalmatrix;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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flat varying vec3 WsunVec;
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flat varying vec3 WsunVec2;
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uniform mat4 dhProjection;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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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 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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void main() {
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gl_Position = ftransform();
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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pos = gl_ModelViewMatrix * gl_Vertex;
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isWater = 0;
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if (dhMaterialId == DH_BLOCK_WATER){
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isWater = 1;
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// offset water to not look like a full cube
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz ;
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worldpos.y -= 1.8/16.0;
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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}
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gl_Position = toClipSpace3(position);
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normals_and_materials = vec4(normalize(gl_Normal), 1.0);
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gcolor = gl_Color;
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lightmapCoords = gl_MultiTexCoord1.xy;
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#ifdef OVERWORLD_SHADER
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
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#endif
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#endif
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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WsunVec2 = lightCol.a * normalize(sunPosition);
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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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#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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} |