mirror of
https://github.com/X0nk/Bliss-Shader.git
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148 lines
3.9 KiB
GLSL
148 lines
3.9 KiB
GLSL
#include "/lib/settings.glsl"
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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flat varying vec3 sunColor;
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// flat varying vec3 moonColor;
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flat varying vec3 averageSkyCol;
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flat varying float tempOffsets;
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// uniform float far;
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uniform float near;
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uniform sampler2D depthtex0;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform sampler2D colortex12;
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flat varying vec3 WsunVec;
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uniform float sunElevation;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform int frameCounter;
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uniform int framemod8;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferProjection;
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// flat varying vec2 TAA_Offset;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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#include "/lib/DistantHorizons_projections.glsl"
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float R2_dither(){
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#ifdef TAA
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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#else
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vec2 coord = gl_FragCoord.xy;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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#include "/lib/TAA_jitter.glsl"
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float blueNoise(){
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#ifdef TAA
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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#else
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a);
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#endif
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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uniform float far;
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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uniform int dhRenderDistance;
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/res_params.glsl"
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#define CLOUDS_INTERSECT_TERRAIN
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uniform float eyeAltitude;
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#include "/lib/volumetricClouds.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:0 */
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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#ifdef CLOUDS_INTERSECT_TERRAIN
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float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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#endif
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
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#endif
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vec3 tesvar = vec3(0.0);
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vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
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gl_FragData[0] = VolumetricClouds;
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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} |