Bliss-Shader/shaders/deferred1.fsh
Xonk 216db6b84d Latest Dev
its very scary to look at
2023-01-12 15:28:19 -05:00

100 lines
3.2 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
//Computes volumetric clouds at variable resolution (default 1/4 res)
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec3 avgAmbient;
flat varying float tempOffsets;
uniform sampler2D depthtex0;
// uniform sampler2D colortex4;
uniform sampler2D noisetex;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform int frameCounter;
uniform int framemod8;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView;
// flat varying vec2 TAA_Offset;
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float R2_dither(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
}
float R2_dither2(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter);
}
float interleaved_gradientNoise(){
vec2 alpha = vec2(0.75487765, 0.56984026);
vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
#include "lib/sky_gradient.glsl"
#include "lib/volumetricClouds.glsl"
#include "/lib/res_params.glsl"
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.);
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float blueNoise2(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:0 */
float phi = 2 * 3.14159265359;
float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
#ifdef VOLUMETRIC_CLOUDS
vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+(vec2(tempOffsets)*(texelSize/4))*CLOUDS_QUALITY*RENDER_SCALE*0.5);
vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1.0));
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
vec4 currentClouds = renderClouds(fragpos,vec3(0.), R2_dither(),sunColor/150.,moonColor/150.,avgAmbient/150.,blueNoise2());
gl_FragData[0] = currentClouds ;
#else
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
#endif
}