Bliss-Shader/shaders/world-1/gbuffers_water.vsh
2023-01-12 15:00:14 -05:00

90 lines
2.4 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#define TAA
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
varying vec3 binormal;
varying vec3 tangent;
varying float dist;
uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;
attribute vec4 at_tangent;
attribute vec4 mc_Entity;
#define SHADOW_MAP_BIAS 0.8
uniform vec2 texelSize;
uniform int framemod8;
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.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
color = gl_Color;
float mat = 0.0;
if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
mat = 1.0;
gl_Position.z -= 1e-4;
}
if(mc_Entity.x == 79.0) mat = 0.5;
if (mc_Entity.x == 10002) mat = 0.0001;
normalMat = vec4(normalize( gl_NormalMatrix*gl_Normal),mat);
tangent = normalize( gl_NormalMatrix *at_tangent.rgb);
binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x,
tangent.y, binormal.y, normalMat.y,
tangent.z, binormal.z, normalMat.z);
dist = length(gl_ModelViewMatrix * gl_Vertex);
viewVector = ( gl_ModelViewMatrix * gl_Vertex).xyz;
viewVector = normalize(tbnMatrix * viewVector);
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}