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https://github.com/X0nk/Bliss-Shader.git
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64 lines
1.7 KiB
GLSL
64 lines
1.7 KiB
GLSL
/////// ALL OF THIS IS BASED OFF OF THE DISTANT HORIZONS EXAMPLE PACK BY NULL
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uniform mat4 dhPreviousProjection;
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uniform mat4 dhProjectionInverse;
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uniform mat4 dhProjection;
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vec3 toScreenSpace_DH( vec2 texcoord, float depth, float DHdepth ) {
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vec4 viewPos = vec4(0.0);
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vec3 feetPlayerPos = vec3(0.0);
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vec4 iProjDiag = vec4(0.0);
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#ifdef DISTANT_HORIZONS
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if (depth < 1.0) {
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#endif
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iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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feetPlayerPos = vec3(texcoord, depth) * 2.0 - 1.0;
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viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
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viewPos.xyz /= viewPos.w;
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#ifdef DISTANT_HORIZONS
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} else {
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iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
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feetPlayerPos = vec3(texcoord, DHdepth) * 2.0 - 1.0;
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viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
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viewPos.xyz /= viewPos.w;
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}
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#endif
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return viewPos.xyz;
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}
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vec3 toClipSpace3_DH( vec3 viewSpacePosition, bool depthCheck ) {
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#ifdef DISTANT_HORIZONS
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mat4 projectionMatrix = depthCheck ? dhProjection : gbufferProjection;
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return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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#else
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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#endif
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}
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mat4 DH_shadowProjectionTweak( in mat4 projection){
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#ifdef DH_SHADOWPROJECTIONTWEAK
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float _far = (3.0 * far);
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#ifdef DISTANT_HORIZONS
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_far = 2.0 * dhFarPlane;
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#endif
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mat4 newProjection = projection;
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newProjection[2][2] = -2.0 / _far;
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newProjection[3][2] = 0.0;
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return newProjection;
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#else
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return projection;
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#endif
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}
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