mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Fix Emissives in end/nether. fix tiny labSSS curve issue
This commit is contained in:
@ -4,7 +4,6 @@
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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@ -30,31 +29,30 @@ const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
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uniform vec2 texelSize;
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uniform int framemod8;
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#ifdef POM
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// #ifdef POM
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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#endif
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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// #endif
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 NoSeasonCol;
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varying vec4 seasonColor;
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uniform float far;
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varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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uniform float wetness;
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uniform sampler2D normals;
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uniform sampler2D specular;
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varying vec3 FlatNormals;
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varying vec4 tangent;
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uniform sampler2D normals;
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varying vec3 FlatNormals;
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#endif
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#ifdef POM
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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#endif
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uniform sampler2D specular;
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flat varying int lightningBolt;
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uniform sampler2D texture;
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@ -69,37 +67,19 @@ uniform vec3 cameraPosition;
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uniform float rainStrength;
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uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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in vec3 test_motionVectors;
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flat varying float blockID;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying int SIGN;
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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// float interleaved_gradientNoise(){
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// vec2 alpha = vec2(0.75487765, 0.56984026);
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// vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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// return noise;
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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));
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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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float R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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mat3 inverse(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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@ -116,26 +96,6 @@ mat3 inverse(mat3 m) {
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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@ -145,6 +105,28 @@ vec4 encode (vec3 n, vec2 lightmaps){
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}
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#endif
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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@ -167,26 +149,22 @@ vec3 toScreenSpace(vec3 p) {
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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#ifdef POM
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vec4 readNormal(in vec2 coord)
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{
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return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readTexture(in vec2 coord)
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{
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return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readNormal(in vec2 coord)
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{
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return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readTexture(in vec2 coord)
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{
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return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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#endif
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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@ -195,55 +173,42 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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vec3 srgbToLinear2(vec3 srgb){
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return mix(
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srgb / 12.92,
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pow(.947867 * srgb + .0521327, vec3(2.4) ),
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step( .04045, srgb )
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);
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}
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vec3 blackbody2(float Temp)
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{
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float t = pow(Temp, -1.5);
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float lt = log(Temp);
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vec3 col = vec3(0.0);
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col.x = 220000.0 * t + 0.58039215686;
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col.y = 0.39231372549 * lt - 2.44549019608;
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col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
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col.z = 0.76078431372 * lt - 5.68078431373;
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col = clamp(col,0.0,1.0);
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col = Temp < 1000. ? col * Temp * 0.001 : col;
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return srgbToLinear2(col);
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}
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float densityAtPosSNOW(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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f = (f*f) * (3.-2.*f);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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float bias(){
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return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5;
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}
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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy,
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bool ifPOM
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){
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if(ifPOM){
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}else{
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return texture2D(sampler, lightmapCoord, bias());
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}
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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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/* RENDERTARGETS: 1,7,8,15,10 */
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/* RENDERTARGETS: 1,7,8,15 */
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void main() {
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float phi = 2 * 3.14159265359;
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float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
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bool ifPOM = false;
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#ifdef POM
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ifPOM = true;
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#endif
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if(SIGN > 0) ifPOM = false;
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vec3 normal = normalMat.xyz;
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vec3 normal2 = normalMat.xyz;
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#ifdef MC_NORMAL_MAP
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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@ -258,31 +223,39 @@ void main() {
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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float torchlightmap = lmtexcoord.z;
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// #ifdef Hand_Held_lights
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// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
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// #endif
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float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
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vec2 adjustedTexCoord = lmtexcoord.xy;
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#ifdef POM
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// vec2 tempOffset=offsets[framemod8];
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vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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vec3 viewVector = normalize(tbnMatrix*fragpos);
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float dist = length(fragpos);
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gl_FragDepth = gl_FragCoord.z;
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#ifdef WORLD
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if (dist < MAX_OCCLUSION_DISTANCE) {
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if (dist < MAX_OCCLUSION_DISTANCE) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
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if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
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#ifdef Adaptive_Step_length
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#ifdef Adaptive_Step_length
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vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
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used_POM_DEPTH = 1.0;
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#else
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vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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#else
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vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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#endif
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vec3 coord = vec3(vtexcoord.st, 1.0);
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@ -293,134 +266,121 @@ void main() {
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coord = coord+interval * used_POM_DEPTH;
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sumVec += 1.0 * used_POM_DEPTH;
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}
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if (coord.t < mincoord) {
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if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
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coord.t = mincoord;
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discard;
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
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coord.t = mincoord;
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discard;
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
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// #ifdef Depth_Write_POM
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gl_FragDepth = toClipSpace3(truePos).z;
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// #endif
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vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
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gl_FragDepth = toClipSpace3(truePos).z;
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}
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}
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}
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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if(!ifPOM) adjustedTexCoord = lmtexcoord.xy;
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vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy) * color;
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#ifdef ENTITIES
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if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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#endif
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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#ifdef WORLD
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if (Albedo.a > 0.1) Albedo.a = normalMat.a;
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else Albedo.a = 0.0;
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#endif
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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#ifdef HAND
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if (Albedo.a > 0.1) Albedo.a = 0.75;
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else Albedo.a = 0.0;
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#endif
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#ifdef WORLD
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if (Albedo.a > 0.1) Albedo.a = normalMat.a;
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else Albedo.a = 0.0;
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#endif
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef HAND
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if (Albedo.a > 0.1) Albedo.a = 0.75;
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else Albedo.a = 0.0;
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#endif
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef WORLD
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#ifdef MC_NORMAL_MAP
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vec3 NormalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
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normal = applyBump(tbnMatrix,NormalTex, 1.0);
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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gl_FragData[2] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
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////////////////////////////////
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//////////////////////////////// FINALIZE
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////////////////////////////////
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vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#else
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef MC_NORMAL_MAP
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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#endif
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||||
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// SPECULAR
|
||||
////////////////////////////////
|
||||
|
||||
vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias);
|
||||
gl_FragData[2] = SpecularTex;
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// ALBEDO
|
||||
////////////////////////////////
|
||||
|
||||
vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
|
||||
|
||||
|
||||
#ifdef WhiteWorld
|
||||
Albedo.rgb = vec3(1.0);
|
||||
#endif
|
||||
|
||||
#ifdef WORLD
|
||||
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
|
||||
else Albedo.a = 0.0;
|
||||
#endif
|
||||
|
||||
#ifdef HAND
|
||||
if (Albedo.a > 0.1) Albedo.a = 0.75;
|
||||
else Albedo.a = 0.0;
|
||||
#endif
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// FINALIZE
|
||||
////////////////////////////////
|
||||
|
||||
|
||||
vec4 data1 = clamp( encode(viewToWorld(normal), blueNoise()*lmtexcoord.zw/50.0+lmtexcoord.zw ),0.0,1.0);
|
||||
|
||||
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
|
||||
|
||||
#ifdef WORLD
|
||||
gl_FragData[1].a = 0.0;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
gl_FragData[3] = vec4(FlatNormals* 0.5 + 0.5,VanillaAO);
|
||||
////////////////////////////////
|
||||
//////////////////////////////// SPECULAR
|
||||
////////////////////////////////
|
||||
|
||||
#ifdef WORLD
|
||||
vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
|
||||
|
||||
gl_FragData[4].x = 0;
|
||||
gl_FragData[2].rg = SpecularTex.rg;
|
||||
|
||||
#ifdef ENTITIES
|
||||
gl_FragData[4].x = 1;
|
||||
#if EMISSIVE_TYPE == 0
|
||||
gl_FragData[2].a = 0.0;
|
||||
#endif
|
||||
|
||||
#if EMISSIVE_TYPE == 1
|
||||
gl_FragData[2].a = EMISSIVE;
|
||||
#endif
|
||||
|
||||
#if EMISSIVE_TYPE == 2
|
||||
gl_FragData[2].a = SpecularTex.a;
|
||||
if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE;
|
||||
#endif
|
||||
|
||||
#if EMISSIVE_TYPE == 3
|
||||
gl_FragData[2].a = SpecularTex.a;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 0
|
||||
gl_FragData[2].b = 0.0;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 1
|
||||
gl_FragData[2].b = SSSAMOUNT;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 2
|
||||
gl_FragData[2].b = SpecularTex.b;
|
||||
if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 3
|
||||
gl_FragData[2].b = SpecularTex.b;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// FINALIZE
|
||||
////////////////////////////////
|
||||
|
||||
vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
|
||||
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
|
||||
|
||||
gl_FragData[1].a = 0.0;
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// OTHER STUFF
|
||||
////////////////////////////////
|
||||
|
||||
#ifdef WORLD
|
||||
gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
|
||||
#endif
|
||||
|
||||
// gl_FragData[4].x = 0;
|
||||
|
||||
// #ifdef ENTITIES
|
||||
// gl_FragData[4].x = 1;
|
||||
// #endif
|
||||
}
|
Reference in New Issue
Block a user