mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
555 lines
16 KiB
GLSL
555 lines
16 KiB
GLSL
#extension GL_EXT_gpu_shader4 : enable
|
|
#extension GL_ARB_shader_texture_lod : enable
|
|
|
|
#include "/lib/settings.glsl"
|
|
|
|
flat varying int NameTags;
|
|
|
|
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
|
|
#ifndef MC_NORMAL_MAP
|
|
#undef POM
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef POM
|
|
#define MC_NORMAL_MAP
|
|
#endif
|
|
|
|
|
|
varying float VanillaAO;
|
|
|
|
const float mincoord = 1.0/4096.0;
|
|
const float maxcoord = 1.0-mincoord;
|
|
|
|
const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
|
|
const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
|
|
const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
|
|
|
|
uniform vec2 texelSize;
|
|
uniform int framemod8;
|
|
|
|
#ifdef POM
|
|
varying vec4 vtexcoordam; // .st for add, .pq for mul
|
|
varying vec4 vtexcoord;
|
|
|
|
#endif
|
|
#include "/lib/res_params.glsl"
|
|
varying vec4 lmtexcoord;
|
|
varying vec4 color;
|
|
varying vec4 NoSeasonCol;
|
|
varying vec4 seasonColor;
|
|
uniform float far;
|
|
|
|
|
|
uniform float wetness;
|
|
varying vec4 normalMat;
|
|
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
uniform sampler2D normals;
|
|
varying vec4 tangent;
|
|
varying vec3 FlatNormals;
|
|
#endif
|
|
|
|
// #ifdef SPECULARTEX
|
|
uniform sampler2D specular;
|
|
// #endif
|
|
#ifdef POM
|
|
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
|
|
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
|
|
#endif
|
|
|
|
flat varying int lightningBolt;
|
|
uniform sampler2D texture;
|
|
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
|
|
uniform float frameTimeCounter;
|
|
uniform int frameCounter;
|
|
uniform mat4 gbufferProjectionInverse;
|
|
uniform mat4 gbufferModelView;
|
|
uniform mat4 gbufferProjection;
|
|
uniform mat4 gbufferModelViewInverse;
|
|
uniform vec3 cameraPosition;
|
|
uniform float rainStrength;
|
|
uniform sampler2D noisetex;//depth
|
|
uniform sampler2D depthtex0;
|
|
|
|
in vec3 velocity;
|
|
|
|
flat varying float blockID;
|
|
flat varying int EMISSIVE;
|
|
|
|
#ifdef ENTITIES
|
|
#define ENTITY_PHYSICSMOD_SNOW 829925
|
|
#endif
|
|
|
|
|
|
|
|
// float interleaved_gradientNoise(){
|
|
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
|
|
// }
|
|
float interleaved_gradientNoise_temp(){
|
|
vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
|
|
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
|
return noise;
|
|
}
|
|
float interleaved_gradientNoise(){
|
|
vec2 coord = gl_FragCoord.xy;
|
|
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
|
return noise;
|
|
}
|
|
float blueNoise(){
|
|
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
|
}
|
|
float R2_dither(){
|
|
vec2 alpha = vec2(0.75487765, 0.56984026);
|
|
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
|
|
}
|
|
|
|
mat3 inverse(mat3 m) {
|
|
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
|
|
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
|
|
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
|
|
|
|
float b01 = a22 * a11 - a12 * a21;
|
|
float b11 = -a22 * a10 + a12 * a20;
|
|
float b21 = a21 * a10 - a11 * a20;
|
|
|
|
float det = a00 * b01 + a01 * b11 + a02 * b21;
|
|
|
|
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
|
|
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
|
|
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
|
|
}
|
|
|
|
vec3 viewToWorld(vec3 viewPosition) {
|
|
vec4 pos;
|
|
pos.xyz = viewPosition;
|
|
pos.w = 0.0;
|
|
pos = gbufferModelViewInverse * pos;
|
|
return pos.xyz;
|
|
}
|
|
vec3 worldToView(vec3 worldPos) {
|
|
vec4 pos = vec4(worldPos, 0.0);
|
|
pos = gbufferModelView * pos;
|
|
return pos.xyz;
|
|
}
|
|
vec4 encode (vec3 n, vec2 lightmaps){
|
|
n.xy = n.xy / dot(abs(n), vec3(1.0));
|
|
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
|
|
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
|
|
|
|
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
|
|
}
|
|
|
|
//encoding by jodie
|
|
float encodeVec2(vec2 a){
|
|
const vec2 constant1 = vec2( 1., 256.) / 65535.;
|
|
vec2 temp = floor( a * 255. );
|
|
return temp.x*constant1.x+temp.y*constant1.y;
|
|
}
|
|
float encodeVec2(float x,float y){
|
|
return encodeVec2(vec2(x,y));
|
|
}
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
|
|
float bumpmult = clamp(puddle_values,0.0,1.0);
|
|
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
|
|
return normalize(bump*tbnMatrix);
|
|
}
|
|
#endif
|
|
|
|
|
|
#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;
|
|
}
|
|
vec3 toClipSpace3(vec3 viewSpacePosition) {
|
|
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
|
|
}
|
|
|
|
#ifdef POM
|
|
vec4 readNormal(in vec2 coord)
|
|
{
|
|
return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
|
|
}
|
|
vec4 readTexture(in vec2 coord)
|
|
{
|
|
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
|
|
}
|
|
#endif
|
|
|
|
float luma(vec3 color) {
|
|
return dot(color,vec3(0.21, 0.72, 0.07));
|
|
}
|
|
|
|
|
|
vec3 toLinear(vec3 sRGB){
|
|
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
|
}
|
|
|
|
|
|
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.);
|
|
vec3 srgbToLinear2(vec3 srgb){
|
|
return mix(
|
|
srgb / 12.92,
|
|
pow(.947867 * srgb + .0521327, vec3(2.4) ),
|
|
step( .04045, srgb )
|
|
);
|
|
}
|
|
vec3 blackbody2(float Temp)
|
|
{
|
|
float t = pow(Temp, -1.5);
|
|
float lt = log(Temp);
|
|
|
|
vec3 col = vec3(0.0);
|
|
col.x = 220000.0 * t + 0.58039215686;
|
|
col.y = 0.39231372549 * lt - 2.44549019608;
|
|
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
|
|
col.z = 0.76078431372 * lt - 5.68078431373;
|
|
col = clamp(col,0.0,1.0);
|
|
col = Temp < 1000. ? col * Temp * 0.001 : col;
|
|
|
|
return srgbToLinear2(col);
|
|
}
|
|
float densityAtPosSNOW(in vec3 pos){
|
|
pos /= 18.;
|
|
pos.xz *= 0.5;
|
|
vec3 p = floor(pos);
|
|
vec3 f = fract(pos);
|
|
f = (f*f) * (3.-2.*f);
|
|
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
|
|
vec2 coord = uv / 512.0;
|
|
vec2 xy = texture2D(noisetex, coord).yx;
|
|
return mix(xy.r,xy.g, f.y);
|
|
}
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
/* RENDERTARGETS: 1,7,8,15 */
|
|
void main() {
|
|
|
|
vec3 normal = normalMat.xyz;
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
|
|
mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
|
|
tangent.y, tangent2.y, normal.y,
|
|
tangent.z, tangent2.z, normal.z);
|
|
#endif
|
|
|
|
vec2 tempOffset=offsets[framemod8];
|
|
|
|
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
|
|
vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
|
|
|
|
|
|
float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
|
|
|
|
float rainfall = 0. ;
|
|
float Puddle_shape = 0.;
|
|
float puddle_shiny = 1.;
|
|
float puddle_normal = 0.;
|
|
|
|
#ifndef ENTITIES
|
|
#ifdef WORLD
|
|
#ifdef Puddles
|
|
rainfall = rainStrength ;
|
|
// Puddle_shape = (1.0 - max(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size)).b - (1.0-lightmap) ,0.0) * clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0)) * rainfall;
|
|
|
|
|
|
Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size) ).b ,5)),0,1)) * lightmap ;
|
|
|
|
Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0);
|
|
Puddle_shape *= rainfall;
|
|
// puddle_shiny = clamp( pow(1.0-Puddle_shape,2.0)*2,0.25,1.) * rainfall;
|
|
// puddle_normal = clamp( pow(Puddle_shape,5.0) * 50. ,0.,1.) * rainfall;
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef POM
|
|
// vec2 tempOffset=offsets[framemod8];
|
|
vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
|
|
// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
|
|
vec3 viewVector = normalize(tbnMatrix*fragpos);
|
|
float dist = length(fragpos);
|
|
|
|
gl_FragDepth = gl_FragCoord.z;
|
|
|
|
#ifdef WORLD
|
|
if (dist < MAX_OCCLUSION_DISTANCE) {
|
|
|
|
float depthmap = readNormal(vtexcoord.st).a;
|
|
float used_POM_DEPTH = 1.0;
|
|
|
|
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
|
|
float noise = interleaved_gradientNoise_temp();
|
|
#ifdef Adaptive_Step_length
|
|
vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
|
|
used_POM_DEPTH = 1.0;
|
|
#else
|
|
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
|
|
#endif
|
|
vec3 coord = vec3(vtexcoord.st, 1.0);
|
|
|
|
coord += (interval * noise) * used_POM_DEPTH;
|
|
|
|
float sumVec = noise;
|
|
for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
|
|
coord = coord+interval * used_POM_DEPTH;
|
|
sumVec += 1.0 * used_POM_DEPTH;
|
|
}
|
|
|
|
if (coord.t < mincoord) {
|
|
if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
|
|
coord.t = mincoord;
|
|
discard;
|
|
}
|
|
}
|
|
adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
|
|
|
|
vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
|
|
// #ifdef Depth_Write_POM
|
|
gl_FragDepth = toClipSpace3(truePos).z;
|
|
// #endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// ALBEDO
|
|
////////////////////////////////
|
|
|
|
vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy, dcdx,dcdy) * color;
|
|
|
|
#ifdef ENTITIES
|
|
if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
|
|
#endif
|
|
|
|
#ifdef AEROCHROME_MODE
|
|
vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
|
|
float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
|
|
if(blockID == 10001 || blockID == 10003 || blockID == 10004 || blockID == 10006) {
|
|
// IR Reflective (Pink-red)
|
|
Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
|
|
}
|
|
else if(blockID == 10008) {
|
|
// Special handling for grass block
|
|
float strength = 1.0 - color.b;
|
|
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
|
|
}
|
|
#ifdef AEROCHROME_WOOL_ENABLED
|
|
else if(blockID == 200) {
|
|
// Wool
|
|
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
|
|
}
|
|
#endif
|
|
else if(blockID == 8 || blockID == 10002)
|
|
{
|
|
// IR Absorbsive? Dark.
|
|
Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
|
|
}
|
|
#endif
|
|
|
|
#ifdef WhiteWorld
|
|
Albedo.rgb = vec3(1.0);
|
|
#endif
|
|
|
|
#ifdef DISABLE_ALPHA_MIPMAPS
|
|
Albedo.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a;
|
|
#endif
|
|
|
|
#ifdef WORLD
|
|
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
|
|
else Albedo.a = 0.0;
|
|
#endif
|
|
|
|
#ifdef HAND
|
|
if (Albedo.a > 0.1) Albedo.a = 0.75;
|
|
else Albedo.a = 0.0;
|
|
#endif
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// NORMAL
|
|
////////////////////////////////
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
vec3 NormalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
|
|
NormalTex.xy = NormalTex.xy*2.0-1.0;
|
|
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
|
|
|
|
normal = applyBump(tbnMatrix,NormalTex, mix(1.0,Puddle_shape,rainfall));
|
|
|
|
#ifdef ENTITIES
|
|
if(NameTags == 1) normal = vec3(1);
|
|
#endif
|
|
#endif
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// SPECULAR
|
|
////////////////////////////////
|
|
|
|
gl_FragData[2] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// FINALIZE
|
|
////////////////////////////////
|
|
|
|
vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0);
|
|
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
|
|
gl_FragData[1].a = 0.0;
|
|
|
|
#else
|
|
|
|
float bias = Texture_MipMap_Bias - blueNoise()*0.5;
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// NORMAL
|
|
////////////////////////////////
|
|
|
|
#ifdef WORLD
|
|
#ifdef MC_NORMAL_MAP
|
|
vec4 NormalTex = texture2D(normals, lmtexcoord.xy, bias).rgba;
|
|
NormalTex.xy = NormalTex.xy*2.0-1.0;
|
|
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
|
|
|
|
normal = applyBump(tbnMatrix, NormalTex.xyz, 1 );
|
|
|
|
#ifdef ENTITIES
|
|
if(NameTags == 1) normal = vec3(1);
|
|
#endif
|
|
|
|
#ifdef ENTITY_PHYSICSMOD_SNOW
|
|
normal = FlatNormals;
|
|
#endif
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// SPECULAR
|
|
////////////////////////////////
|
|
|
|
#ifdef WORLD
|
|
vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, bias);
|
|
|
|
SpecularTex.r = max(SpecularTex.r, Puddle_shape);
|
|
SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04);
|
|
|
|
#ifdef ENTITIES
|
|
if(NameTags == 1) SpecularTex = vec4(0.0);
|
|
#endif
|
|
|
|
#ifdef ENTITY_PHYSICSMOD_SNOW
|
|
SpecularTex.rg = vec2(0.0);
|
|
#endif
|
|
|
|
gl_FragData[2] = SpecularTex;
|
|
#endif
|
|
|
|
if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// ALBEDO
|
|
////////////////////////////////
|
|
|
|
#ifdef WORLD
|
|
vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
|
|
|
|
#ifdef AEROCHROME_MODE
|
|
vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
|
|
float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
|
|
if(blockID == 10001 || blockID == 10003 || blockID == 10004 || blockID == 10006) {
|
|
// IR Reflective (Pink-red)
|
|
Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
|
|
}
|
|
else if(blockID == 10008) {
|
|
// Special handling for grass block
|
|
float strength = 1.0 - color.b;
|
|
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
|
|
}
|
|
#ifdef AEROCHROME_WOOL_ENABLED
|
|
else if(blockID == 200) {
|
|
// Wool
|
|
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
|
|
}
|
|
#endif
|
|
else if(blockID == 8 || blockID == 10002)
|
|
{
|
|
// IR Absorbsive? Dark.
|
|
Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
|
|
}
|
|
#endif
|
|
|
|
#ifdef WhiteWorld
|
|
Albedo.rgb = vec3(1.0);
|
|
#endif
|
|
|
|
#ifdef DISABLE_ALPHA_MIPMAPS
|
|
Albedo.a = texture2DLod(texture,lmtexcoord.xy,0).a;
|
|
#endif
|
|
|
|
#ifdef Puddles
|
|
float porosity = 0.35;
|
|
#ifdef Porosity
|
|
porosity = specular.z >= 64.5/255.0 ? 0.0 : (specular.z*255.0/64.0)*0.65;
|
|
#endif
|
|
if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
|
|
#endif
|
|
|
|
#ifdef WORLD
|
|
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
|
|
else Albedo.a = 0.0;
|
|
#endif
|
|
|
|
|
|
#ifdef HAND
|
|
if (Albedo.a > 0.1) Albedo.a = 0.75;
|
|
else Albedo.a = 0.0;
|
|
#endif
|
|
|
|
////////////////////////////////
|
|
//////////////////////////////// FINALIZE
|
|
////////////////////////////////
|
|
|
|
vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
|
|
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
|
|
|
|
gl_FragData[1].a = 0.0;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef WORLD
|
|
gl_FragData[5].x = 0;
|
|
|
|
#ifdef ENTITIES
|
|
gl_FragData[5].xyz = velocity *0.5+0.5;
|
|
#endif
|
|
|
|
gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
|
|
#endif
|
|
} |