mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
216db6b84d
its very scary to look at
113 lines
3.5 KiB
GLSL
113 lines
3.5 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float FogSchedule;
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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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uniform sampler2D colortex4;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform float rainStrength;
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uniform int isEyeInWater;
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uniform int frameCounter;
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// uniform int worldTime;
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uniform mat4 gbufferModelViewInverse;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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// #include "lib/biome_specifics.glsl"
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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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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tempOffsets = HaltonSeq2(frameCounter%10000);
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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
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ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
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ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
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ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
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ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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TAA_Offset = vec2(0.0);
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#endif
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#ifndef VL_Clouds_Shadows
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lightCol.rgb *= (1.0-rainStrength*0.9);
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#endif
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// float Time = worldTime%24000;
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// FogSchedule = clamp( (Time - 9000)/9000 ,0,1);
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// // 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.));
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// float fogAmount0 = TimeOfDayFog;
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// // VFAmount = CLOUDY_FOG_AMOUNT*(fogAmount0*fogAmount0+FOG_RAIN_MULTIPLIER*1.0/20000.*rainStrength);
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// VFAmount = fogAmount0;
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// 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.)));
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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}
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