mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
54 lines
1.5 KiB
GLSL
54 lines
1.5 KiB
GLSL
#include "/lib/settings.glsl"
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// uniform int dhRenderDistance;
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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 averageSkyCol;
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flat varying vec3 sunColor;
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// flat varying vec3 moonColor;
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flat varying float tempOffsets;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/Shadow_Params.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)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
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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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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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// moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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// sunColor = texelFetch2D(colortex4,ivec2(8,37),0).rgb;
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// moonColor = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);// * (float(sunElevation > 1e-5)*2.0-1.0);
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// WsunVec = normalize(LightDir);
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tempOffsets = HaltonSeq2(frameCounter%10000);
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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} |