mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
216db6b84d
its very scary to look at
48 lines
1.4 KiB
GLSL
48 lines
1.4 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 vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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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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uniform sampler2D colortex4;
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uniform int frameCounter;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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void main() {
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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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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)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*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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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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avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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}
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