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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add DISTANT HORIZONS SHADER PROGRAMS, and then make them work.
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49
shaders/dimensions/DH_solid.vsh
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49
shaders/dimensions/DH_solid.vsh
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@ -0,0 +1,49 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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varying vec4 pos;
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varying vec4 gcolor;
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varying vec2 lightmapCoords;
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varying vec4 normals_and_materials;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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uniform vec2 texelSize;
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uniform int framemod8;
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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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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/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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void main() {
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gl_Position = ftransform();
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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lightmapCoords = gl_MultiTexCoord1.xy * 0.975; // is this even correct? lol'
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gcolor = gl_Color;
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pos = gl_ModelViewMatrix * gl_Vertex;
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EMISSIVE = 0.0;
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if(dhMaterialId == DH_BLOCK_ILLUMINATED || gl_MultiTexCoord1.x >= 0.95) EMISSIVE = 0.5;
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SSSAMOUNT = 0.0;
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if (dhMaterialId == DH_BLOCK_LEAVES ) SSSAMOUNT = 1.0;
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if (dhMaterialId == DH_BLOCK_SNOW) SSSAMOUNT = 0.5;
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// a mask for DH terrain in general.
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float MATERIALS = 0.65;
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normals_and_materials = vec4(normalize(gl_NormalMatrix * gl_Normal), MATERIALS);
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}
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