mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
89 lines
2.5 KiB
GLSL
89 lines
2.5 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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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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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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// flat varying float tempOffsets;
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uniform sampler2D colortex4;
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flat varying float exposure;
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uniform float sunElevation;
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uniform vec2 texelSize;
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uniform vec3 sunPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform int frameCounter;
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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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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/sky_gradient.glsl"
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void main() {
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gl_Position = ftransform();
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// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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// #ifdef TAA
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// tempOffsets = HaltonSeq2(frameCounter%10000);
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// #else
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// tempOffsets = 0.0;
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// #endif
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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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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dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
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dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
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#endif
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#endif
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#ifdef NETHER_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0;
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#endif
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#ifdef END_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(15);
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#endif
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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// WsunVec = normalize(LightDir);
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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}
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