Bliss-Shader/shaders/world1/gbuffers_hand_water.fsh
2023-01-12 15:00:14 -05:00

117 lines
2.9 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#define PCF
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
uniform sampler2D texture;
uniform sampler2D gaux1;
uniform vec4 lightCol;
uniform vec3 sunVec;
uniform vec3 upVec;
uniform vec2 texelSize;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform float sunElevation;
uniform float rainStrength;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float interleaved_gradientNoise(float temporal){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
return noise;
}
#ifdef PCF
const vec2 shadowOffsets[4] = vec2[4](vec2( 0.1250, 0.0000 ),
vec2( -0.1768, -0.1768 ),
vec2( -0.0000, 0.3750 ),
vec2( 0.3536, -0.3536 )
);
#endif
float facos(float sx){
float x = clamp(abs( sx ),0.,1.);
float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
return sx > 0. ? a : 3.14159265359 - a;
}
vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot)
{
float startJitter = (spinAngle/6.28);
float alpha = sqrt(sampleNumber + startJitter/nb );
float angle = alpha * (nbRot * 6.28) + spinAngle*2.;
float ssR = alpha;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*ssR;
}
uniform int framemod8;
uniform int framecouter;
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:2 */
void main() {
gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
vec2 tempOffset=offsets[framemod8];
if (gl_FragData[0].a>0.1){
vec3 albedo = toLinear(gl_FragData[0].rgb);
vec3 normal = normalMat.xyz;
vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb;
vec3 diffuseLight = ambient;
gl_FragData[0].rgb = diffuseLight*albedo*8./1500.*0.1;
}
}