Bliss-Shader/shaders/composite5.vsh
Xonk 216db6b84d Latest Dev
its very scary to look at
2023-01-12 15:28:19 -05:00

113 lines
3.5 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
flat varying vec4 lightCol;
flat varying vec3 ambientUp;
flat varying vec3 ambientLeft;
flat varying vec3 ambientRight;
flat varying vec3 ambientB;
flat varying vec3 ambientF;
flat varying vec3 ambientDown;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec3 avgAmbient;
flat varying vec2 TAA_Offset;
flat varying float tempOffsets;
flat varying float fogAmount;
flat varying float VFAmount;
flat varying float FogSchedule;
flat varying vec3 WsunVec;
flat varying vec3 refractedSunVec;
uniform sampler2D colortex4;
uniform vec3 sunPosition;
uniform float sunElevation;
uniform float rainStrength;
uniform int isEyeInWater;
uniform int frameCounter;
// uniform int worldTime;
uniform mat4 gbufferModelViewInverse;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
// #include "lib/biome_specifics.glsl"
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
tempOffsets = HaltonSeq2(frameCounter%10000);
gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2-1.;
lightCol.rgb = sc;
TAA_Offset = offsets[frameCounter%8];
#ifndef TAA
TAA_Offset = vec2(0.0);
#endif
#ifndef VL_Clouds_Shadows
lightCol.rgb *= (1.0-rainStrength*0.9);
#endif
// float Time = worldTime%24000;
// FogSchedule = clamp( (Time - 9000)/9000 ,0,1);
// // float fogAmount0 = 1/3000.+FOG_TOD_MULTIPLIER*(1/100.*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.))*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.)) + 1/120.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.));
// float fogAmount0 = TimeOfDayFog;
// // VFAmount = CLOUDY_FOG_AMOUNT*(fogAmount0*fogAmount0+FOG_RAIN_MULTIPLIER*1.0/20000.*rainStrength);
// VFAmount = fogAmount0;
// fogAmount = BASE_FOG_AMOUNT*(fogAmount0+max(FOG_RAIN_MULTIPLIER*1/10.*rainStrength , FOG_TOD_MULTIPLIER*1/50.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.)));
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
}