Bliss-Shader/shaders/dimensions/DH_translucent.vsh
2024-11-16 21:40:25 +01:00

132 lines
3.2 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
varying vec4 pos;
varying vec4 gcolor;
varying vec4 normals_and_materials;
varying vec2 lightmapCoords;
flat varying int isWater;
uniform sampler2D colortex4;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
#ifdef OVERWORLD_SHADER
#if defined Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
#endif
varying mat4 normalmatrix;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
flat varying vec3 WsunVec;
flat varying vec3 WsunVec2;
uniform mat4 dhProjection;
uniform vec3 sunPosition;
uniform float sunElevation;
uniform vec2 texelSize;
uniform int framemod8;
#if DOF_QUALITY == 5
uniform int hideGUI;
uniform int frameCounter;
uniform float aspectRatio;
uniform float screenBrightness;
uniform float far;
#include "/lib/bokeh.glsl"
#endif
#include "/lib/TAA_jitter.glsl"
uniform vec3 cameraPosition;
#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(dhProjection, viewSpacePosition),-viewSpacePosition.z);
}
void main() {
gl_Position = ftransform();
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
pos = gl_ModelViewMatrix * gl_Vertex;
isWater = 0;
if (dhMaterialId == DH_BLOCK_WATER){
isWater = 1;
// offset water to not look like a full cube
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz ;
worldpos.y -= 1.8/16.0;
position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
}
gl_Position = toClipSpace3(position);
normals_and_materials = vec4(normalize(gl_Normal), 1.0);
gcolor = gl_Color;
lightmapCoords = gl_MultiTexCoord1.xy;
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
#ifdef OVERWORLD_SHADER
#if defined Daily_Weather
dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
#endif
#endif
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
WsunVec2 = lightCol.a * normalize(sunPosition);
#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
#if DOF_QUALITY == 5
vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
jitter = rotate(radians(float(frameCounter))) * jitter;
jitter.y *= aspectRatio;
jitter.x *= DOF_ANAMORPHIC_RATIO;
#if MANUAL_FOCUS == -2
float focusMul = 0;
#elif MANUAL_FOCUS == -1
float focusMul = gl_Position.z + (far / 3.0) - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
#else
float focusMul = gl_Position.z + (far / 3.0) - MANUAL_FOCUS;
#endif
vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2;
gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
#endif
}