Bliss-Shader/shaders/dimensions/final.fsh

120 lines
3.2 KiB
GLSL

#include "/lib/settings.glsl"
uniform sampler2D colortex7;
uniform sampler2D colortex14;
uniform sampler2D depthtex0;
uniform sampler2D depthtex2;
uniform sampler2D noisetex;
varying vec2 texcoord;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
uniform int hideGUI;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
#include "/lib/gameplay_effects.glsl"
void doCameraGridLines(inout vec3 color, vec2 UV){
float lineThicknessY = 0.001;
float lineThicknessX = lineThicknessY/aspectRatio;
float horizontalLines = abs(UV.x-0.33);
horizontalLines = min(abs(UV.x-0.66), horizontalLines);
float verticalLines = abs(UV.y-0.33);
verticalLines = min(abs(UV.y-0.66), verticalLines);
float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
if(hideGUI > 0.0) gridLines = 0.0;
color = mix(color, vec3(1.0), gridLines);
}
uniform vec3 previousCameraPosition;
// uniform vec3 cameraPosition;
uniform mat4 gbufferPreviousModelView;
// uniform mat4 gbufferModelViewInverse;
// uniform mat4 gbufferModelView;
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
float samples = 4.0;
vec3 color = vec3(0.0);
float blurMult = 1.0;
if(depth < 0.56) blurMult = 0.0;
vec3 viewPos = toScreenSpace(vec3(texcoord, depth));
viewPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * viewPos + gbufferPreviousModelView[3].xyz;
previousPosition = toClipSpace3(previousPosition);
vec2 velocity = texcoord - previousPosition.xy;
// thank you Capt Tatsu for letting me use these
velocity = (velocity / (1.0 + length(velocity))) * 0.05 * blurMult * MOTION_BLUR_STRENGTH;
texcoord = texcoord - velocity*(samples*0.5 + noise);
vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
for (int i = 0; i < int(samples); i++) {
texcoord += velocity;
color += texture2D(colortex7, clamp(texcoord, screenEdges, 1.0-screenEdges)).rgb;
}
// return vec3(texcoord,0.0);
return color / samples;
}
uniform sampler2D shadowcolor1;
void main() {
float depth = texture2D(depthtex0,texcoord*RENDER_SCALE).r;
float noise = interleaved_gradientNoise();
#ifdef MOTION_BLUR
vec3 COLOR = doMotionBlur(texcoord, depth, noise);
#else
vec3 COLOR = texture2D(colortex7,texcoord).rgb;
#endif
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
// for making the fun, more fun
applyGameplayEffects(COLOR, texcoord, noise);
#endif
#ifdef CAMERA_GRIDLINES
doCameraGridLines(COLOR, texcoord);
#endif
#if DEBUG_VIEW == debug_SHADOWMAP
vec2 shadowUV = texcoord * vec2(2.0, 1.0);
if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1)COLOR = texture2D(shadowcolor1,shadowUV).rgb;
#endif
gl_FragColor.rgb = COLOR;
}