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

101 lines
2.8 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
uniform sampler2D texture;
uniform vec4 lightCol;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform float sunElevation;
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(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
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;
}
#define SHADOW_MAP_BIAS 0.8
float calcDistort(vec2 worlpos){
vec2 pos = worlpos * 1.165;
vec2 posSQ = pos*pos;
float distb = pow(posSQ.x*posSQ.x*posSQ.x + posSQ.y*posSQ.y*posSQ.y, 1.0 / 6.0);
return 1.08695652/((1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:2 */
void main() {
gl_FragData[0] = texture2D(texture, lmtexcoord.xy);
vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
vec3 normal = normalMat.xyz;
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0));
float NdotL = lightCol.a*dot(normal,sunVec);
float diffuseSun = clamp(NdotL,0.0f,1.0f);
vec3 direct = lightCol.rgb;
direct *= (diffuseSun*lmtexcoord.w)*10.;
float torch_lightmap = ((lmtexcoord.z*lmtexcoord.z)*(lmtexcoord.z*lmtexcoord.z))*(lmtexcoord.z*20.)+lmtexcoord.z;
vec3 ambient = (lightCol.a*sunElevation)*(-NdotL*0.45+0.9)*lightCol.rgb*0.6 + (1.2*skyIntensity)*vec3(0.65,0.7,1.)*30. + skyIntensityNight*vec3(0.09,0.1,0.15)/1.5;
vec3 diffuseLight = (lmtexcoord.w)*ambient + vec3(1.,0.4,0.1)*torch_lightmap*0.08*1.0 + 0.0006;
vec3 col = dot(diffuseLight,vec3(1.0/3))*albedo;
gl_FragData[0].rgb = col*color.a;
gl_FragData[0].a = 0.0;
}