Bliss-Shader/shaders/lib/gameplay_effects.glsl
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

70 lines
2.5 KiB
GLSL

#ifdef IS_IRIS
uniform float currentPlayerHealth;
uniform float maxPlayerHealth;
uniform float oneHeart;
uniform float threeHeart;
#else
uniform bool isDead;
#endif
uniform float hurt;
// uniform float currentPlayerHunger;
// uniform float maxPlayerHunger;
// uniform float currentPlayerArmor;
// uniform float maxPlayerArmor;
// uniform float currentPlayerAir;
// uniform float maxPlayerAir;
// uniform bool is_sneaking;
// uniform bool is_sprinting;
// uniform bool is_hurt;
// uniform bool is_invisible;
// uniform bool is_burning;
// uniform bool is_on_ground;
// uniform bool isSpectator;
void applyGameplayEffects_FRAGMENT(inout vec3 color, in vec2 texcoord, float noise){
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
// detect when health is zero
#ifdef IS_IRIS
bool isDead = currentPlayerHealth * maxPlayerHealth <= 0.0 && currentPlayerHealth > -1;
#else
float oneHeart = 0.0;
float threeHeart = 0.0;
#endif
float vignette = sqrt(clamp(dot(texcoord*2.0 - 1.0, texcoord*2.0 - 1.0) * 0.5, 0.0, 1.0));
// heart beat effect to scale stuff with, make it more intense. theres a multiplier "MOTION_AMOUNT" for accessiblity
float beatingRate = isDead ? 0.0 : (oneHeart > 0.0 ? 15.0 : 7.5);
float heartBeat = (pow(sin(frameTimeCounter * beatingRate)*0.5+0.5,2.0)*0.2 + 0.1);
// scale UV to be more and more lower frequency towards the edges of the screen, to create a tunnel vision effect,
vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - vignette * (isDead ? noise*0.7 : noise * heartBeat * MOTION_AMOUNT));
vec3 distortedScreen = vec3(1.0, 0.0, 0.0) * dot(texture2D(colortex7, zoomUV).rgb, vec3(0.21, 0.72, 0.07));
#ifdef LOW_HEALTH_EFFECT
// at 1 heart or 3 hearts, create 2 levels of a strain / tunnel vision effect.
// black and white version of the scene color.
vec3 colorLuma = vec3(1.0, 1.0, 1.0) * dot(color,vec3(0.21, 0.72, 0.07));
// I LOVE LINEAR INTERPOLATION
color = mix(color, mix(colorLuma, distortedScreen, vignette), mix(vignette * threeHeart, oneHeart, oneHeart));
if(isDead) color = distortedScreen*0.3;
#endif
#ifdef DAMAGE_TAKEN_EFFECT
// when damage is taken, flash the above effect. because it uses the stuff above, it seamlessly blends to them.
color = mix(color, distortedScreen, (vignette*vignette) * sqrt(hurt));
#endif
#endif
}