mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
100 lines
2.7 KiB
GLSL
100 lines
2.7 KiB
GLSL
#include "/lib/settings.glsl"
|
|
|
|
varying vec4 color;
|
|
varying vec2 texcoord;
|
|
|
|
uniform sampler2D texture;
|
|
uniform sampler2D normals;
|
|
uniform sampler2D noisetex;
|
|
|
|
flat varying float exposure;
|
|
|
|
varying vec4 tangent;
|
|
varying vec4 normalMat;
|
|
uniform float frameTimeCounter;
|
|
|
|
//faster and actually more precise than pow 2.2
|
|
vec3 toLinear(vec3 sRGB){
|
|
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
|
}
|
|
|
|
vec4 encode (vec3 n, vec2 lightmaps){
|
|
n.xy = n.xy / dot(abs(n), vec3(1.0));
|
|
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
|
|
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
|
|
|
|
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
|
|
}
|
|
|
|
//encoding by jodie
|
|
float encodeVec2(vec2 a){
|
|
const vec2 constant1 = vec2( 1., 256.) / 65535.;
|
|
vec2 temp = floor( a * 255. );
|
|
return temp.x*constant1.x+temp.y*constant1.y;
|
|
}
|
|
float encodeVec2(float x,float y){
|
|
return encodeVec2(vec2(x,y));
|
|
}
|
|
|
|
uniform mat4 gbufferModelViewInverse;
|
|
|
|
vec3 viewToWorld(vec3 viewPos) {
|
|
vec4 pos;
|
|
pos.xyz = viewPos;
|
|
pos.w = 0.0;
|
|
pos = gbufferModelViewInverse * pos;
|
|
return pos.xyz;
|
|
}
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
/* DRAWBUFFERS:2 */
|
|
|
|
void main() {
|
|
|
|
vec4 Albedo = texture2D(texture, texcoord);
|
|
Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
|
|
|
|
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
|
|
|
|
if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
|
|
|
|
float minimumBrightness = 0.5;
|
|
|
|
#ifdef BEACON_BEAM
|
|
minimumBrightness = 10.0;
|
|
#endif
|
|
|
|
float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
|
|
|
|
#ifdef DISABLE_VANILLA_EMISSIVES
|
|
vec3 emissiveColor = vec3(0.0);
|
|
Albedo.a = 0.0;
|
|
#else
|
|
vec3 emissiveColor = Albedo.rgb * color.a * autoBrightnessAdjust;
|
|
#endif
|
|
|
|
gl_FragData[0] = vec4(emissiveColor*0.1, Albedo.a * sqrt(color.a));
|
|
#endif
|
|
|
|
#ifdef ENCHANT_GLINT
|
|
float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
|
|
|
|
Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
|
|
|
|
#ifdef DISABLE_ENCHANT_GLINT
|
|
vec3 GlintColor = vec3(0.0);
|
|
Albedo.a = 0.0;
|
|
#else
|
|
vec3 GlintColor = Albedo.rgb * autoBrightnessAdjust * Emissive_Brightness;
|
|
#endif
|
|
|
|
|
|
|
|
gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
|
|
#endif
|
|
} |