mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
71 lines
1.9 KiB
GLSL
71 lines
1.9 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 color;
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varying vec2 texcoord;
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varying vec4 tangent;
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varying vec4 normalMat;
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attribute vec4 at_tangent;
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uniform vec2 texelSize;
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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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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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uniform sampler2D colortex4;
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flat varying float exposure;
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void main() {
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color = gl_Color;
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#if defined ENCHANT_GLINT || defined SPIDER_EYES || defined BEACON_BEAM
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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#ifdef BEACON_BEAM
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if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
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#endif
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#ifdef ENCHANT_GLINT
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tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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}
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