mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
100 lines
2.7 KiB
GLSL
100 lines
2.7 KiB
GLSL
#include "/lib/settings.glsl"
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varying vec4 color;
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varying vec2 texcoord;
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uniform sampler2D texture;
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uniform sampler2D normals;
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uniform sampler2D noisetex;
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flat varying float exposure;
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varying vec4 tangent;
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varying vec4 normalMat;
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uniform float frameTimeCounter;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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uniform mat4 gbufferModelViewInverse;
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vec3 viewToWorld(vec3 viewPos) {
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vec4 pos;
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pos.xyz = viewPos;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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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:2 */
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void main() {
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vec4 Albedo = texture2D(texture, texcoord);
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Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
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float minimumBrightness = 0.5;
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#ifdef BEACON_BEAM
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minimumBrightness = 10.0;
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#endif
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// float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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#ifdef DISABLE_VANILLA_EMISSIVES
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vec3 emissiveColor = vec3(0.0);
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Albedo.a = 0.0;
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#else
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vec3 emissiveColor = Albedo.rgb * color.a ;//* autoBrightnessAdjust;
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#endif
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gl_FragData[0] = vec4(emissiveColor*0.1, Albedo.a * sqrt(color.a));
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#endif
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#ifdef ENCHANT_GLINT
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// float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
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#ifdef DISABLE_ENCHANT_GLINT
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vec3 GlintColor = vec3(0.0);
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Albedo.a = 0.0;
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#else
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vec3 GlintColor = Albedo.rgb * Emissive_Brightness;
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#endif
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gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
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#endif
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} |