mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-05 17:13:28 +08:00
288 lines
9.5 KiB
GLSL
288 lines
9.5 KiB
GLSL
#include "/lib/settings.glsl"
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#define ReflectedFog
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec3 lightSourceColor;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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// flat varying vec3 zenithColor;
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// flat varying vec3 WsunVec;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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flat varying float avgBrightness;
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flat varying float rodExposure;
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flat varying float avgL2;
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flat varying float centerDepth;
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uniform sampler2D noisetex;
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uniform float frameTime;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform float eyeAltitude;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferPreviousProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform float sunElevation;
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uniform vec3 cameraPosition;
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// uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
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return p3;
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+frameCounter/1.6180339887);
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return noise;
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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#ifdef OVERWORLD_SHADER
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// const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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#define TEST
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#endif
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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float mixhistory = 0.07;
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#ifdef OVERWORLD_SHADER
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///////////////////////////////
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/// --- STORE COLOR LUT --- ///
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///////////////////////////////
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vec3 AmbientLightTint = vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B);
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// --- the color of the atmosphere + the average color of the atmosphere.
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vec3 skyGroundCol = skyFromTex(vec3(0, -1 ,0), colortex4).rgb ;
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/// --- Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(averageSkyCol_Clouds * AmbientLightTint,1.0);
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4((skyGroundCol/150.0) * AmbientLightTint,1.0);
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#ifdef ambientLight_only
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#else
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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#endif
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////////////////////////////////
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/// --- ATMOSPHERE IMAGE --- ///
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////////////////////////////////
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/// --- Sky only
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if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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// vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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sky = calculateAtmosphere(averageSkyCol*4000./2.0, viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
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// sky = mix(sky, (averageSkyCol + skyAbsorb)*4000./2.0 ,(1.0 - exp(pow(clamp(-viewVector.y+0.5,0.0,1.0),2) * -25)));
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// fade atmosphere conditions for rain away when you pass above the cloud plane.
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float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - Cumulus_height,0.0) / 200.0 ,0.0,1.0);
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if(rainStrength > 0.0) sky = mix(sky, 3.0 + averageSkyCol*4000 * (skyAbsorb*0.7+0.3), clamp(1.0 - exp(pow(clamp(-viewVector.y+0.9,0.0,1.0),2) * -5.0),0.0,1.0) * heightRelativeToClouds * rainStrength);
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#ifdef AEROCHROME_MODE
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sky *= vec3(0.0, 0.18, 0.35);
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#endif
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gl_FragData[0] = vec4(sky / 4000.0 * Sky_Brightness, 1.0);
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}
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/// --- Sky + clouds + fog
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if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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// vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
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if(viewVector.y < -0.025) sky = sky * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), sunColor, moonColor, skyGroundCol/30.0);
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sky = sky*clouds.a + clouds.rgb / 5.0;
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), lightSourceColor*1.75, skyGroundCol/30.0);
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sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
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gl_FragData[0] = vec4(sky,1.0);
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}
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#endif
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#if defined NETHER_SHADER || defined END_SHADER || defined FALLBACK_SHADER
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vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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//Sky gradient with clouds
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if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
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vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
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vec3 viewVector = cartToSphere(p);
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vec3 BackgroundColor = vec3(0.0);
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., fract(frameCounter/1.6180339887), fract(frameCounter/2.6180339887));
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BackgroundColor += VL_Fog.rgb/5.0;
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gl_FragData[0] = vec4(BackgroundColor, 1.0);
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}
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#endif
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// /* ---------------------- FOG SHADER ---------------------- */
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// vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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// //Sky gradient with clouds
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// if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
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// vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
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// vec3 viewVector = cartToSphere(p);
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// vec3 BackgroundColor = vec3(0.0);
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// vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., fract(frameCounter/1.6180339887), fract(frameCounter/2.6180339887));
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// BackgroundColor += VL_Fog.rgb/5.0;
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// gl_FragData[0] = vec4(BackgroundColor, 1.0);
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// }
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#ifdef END_SHADER
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/* ---------------------- TIMER ---------------------- */
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float flash = 0.0;
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float maxWaitTime = 10;
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float Timer = texelFetch2D(colortex4, ivec2(3,1), 0).x/150.0;
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Timer -= frameTime;
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if(Timer <= 0.0){
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flash = 1.0;
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Timer = pow(hash11(frameCounter), 5) * maxWaitTime;
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}
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vec2 pixelPos0 = vec2(3,1);
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if (gl_FragCoord.x > pixelPos0.x && gl_FragCoord.x < pixelPos0.x + 1 && gl_FragCoord.y > pixelPos0.y && gl_FragCoord.y < pixelPos0.y + 1){
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mixhistory = 1.0;
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gl_FragData[0] = vec4(Timer, 0.0, 0.0, 1.0);
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}
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/* ---------------------- FLASHING ---------------------- */
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vec2 pixelPos1 = vec2(1,1);
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if (gl_FragCoord.x > pixelPos1.x && gl_FragCoord.x < pixelPos1.x + 1 && gl_FragCoord.y > pixelPos1.y && gl_FragCoord.y < pixelPos1.y + 1){
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mixhistory = clamp(5.0 * frameTime,0.0,1.0);
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gl_FragData[0] = vec4(flash, 0.0, 0.0, 1.0);
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}
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/* ---------------------- POSITION ---------------------- */
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vec2 pixelPos2 = vec2(2,1);
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if (gl_FragCoord.x > pixelPos2.x && gl_FragCoord.x < pixelPos2.x + 1 && gl_FragCoord.y > pixelPos2.y && gl_FragCoord.y < pixelPos2.y + 1){
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mixhistory = clamp(500.0 * frameTime,0.0,1.0);
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vec3 LastPos = (texelFetch2D(colortex4,ivec2(2,1),0).xyz/150.0) * 2.0 - 1.0;
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LastPos += (hash31(frameCounter / 75) * 2.0 - 1.0);
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LastPos = LastPos * 0.5 + 0.5;
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if(Timer > maxWaitTime * 0.7 ){
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LastPos = vec3(0.0);
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}
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gl_FragData[0] = vec4(LastPos, 1.0);
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}
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#endif
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//Temporally accumulate sky and light values
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(temp, curr, mixhistory),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(exposure,avgBrightness,avgL2,1.0);
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if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(rodExposure,centerDepth,0.0, 1.0);
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} |