Bliss-Shader/shaders/dimensions/all_vanilla_emissives.vsh
Xonk 25a2284a60 LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
2024-05-04 21:08:24 -04:00

77 lines
2.1 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 color;
varying vec2 texcoord;
varying vec4 tangent;
varying vec4 normalMat;
attribute vec4 at_tangent;
uniform vec2 texelSize;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform sampler2D colortex4;
flat varying float exposure;
void main() {
color = gl_Color;
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#if defined ENCHANT_GLINT || defined SPIDER_EYES || defined BEACON_BEAM
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
#ifdef BEACON_BEAM
if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
#endif
#ifdef ENCHANT_GLINT
tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}