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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
DOUBLE LAYER CLOUDS TEST 5. ALOT OF END SHADER WORK DONE. fix a few tiny issues and some tweaks here and there.
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@ -37,6 +37,7 @@ 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 sunPosition;
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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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@ -95,6 +96,19 @@ void main() {
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gl_FragData[0] = vec4(0.0);
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float mixhistory = 0.06;
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float accumuteSpeed = texelFetch2D(colortex4, ivec2(5,5), 0).r/150.0;
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vec2 pixelPos6 = vec2(5,5);
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if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragCoord.y > pixelPos6.y && gl_FragCoord.y < pixelPos6.y + 1){
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mixhistory = 0.1;
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gl_FragData[0] = vec4(1,0,0,1);
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}
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if(accumuteSpeed < 1.0) mixhistory = 1.0;
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#ifdef OVERWORLD_SHADER
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///////////////////////////////
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/// --- STORE COLOR LUT --- ///
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@ -139,6 +153,8 @@ float mixhistory = 0.06;
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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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@ -147,7 +163,7 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec3 skyAbsorb = vec3(0.0);
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// float GroundDarkening = (exp2(-15 * clamp(-viewVector.y,0.0,1.0)) * 0.7+0.3); // darken the ground in the sky.
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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 = 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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@ -167,14 +183,16 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+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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WsunVec = ( float(sunElevation > 1e-5)*2-1. )*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
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vec3 suncol = sunColor;
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vec3 suncol = lightSourceColor;
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#ifdef ambientLight_only
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suncol = vec3(0.0);
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#endif
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol, moonColor, skyGroundCol/30.0);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, 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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@ -184,7 +202,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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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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#if defined NETHER_SHADER || defined END_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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@ -203,30 +221,11 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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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 maxWaitTime = 5;
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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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@ -247,7 +246,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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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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mixhistory = clamp(4.0 * 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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@ -259,7 +258,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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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 += (hash31(frameCounter / 50) * 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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@ -277,8 +276,11 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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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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