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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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76
shaders/dimensions/DH_translucent.vsh
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76
shaders/dimensions/DH_translucent.vsh
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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 vec4 normals_and_materials;
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varying vec2 lightmapCoords;
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flat varying int isWater;
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uniform sampler2D colortex4;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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varying mat4 normalmatrix;
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uniform mat4 gbufferModelViewInverse;
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flat varying vec3 WsunVec;
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flat varying vec3 WsunVec2;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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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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isWater = 0;
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if (dhMaterialId == DH_BLOCK_WATER){
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isWater = 1;
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// gl_Position.y -= 6.0/16.0;
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}
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normals_and_materials = vec4(normalize(gl_Normal), 1.0);
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gcolor = gl_Color;
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lightmapCoords = gl_MultiTexCoord1.xy;
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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WsunVec2 = lightCol.a * normalize(sunPosition);
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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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pos = gl_ModelViewMatrix * gl_Vertex;
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}
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