Latest Dev

its very scary to look at
This commit is contained in:
Xonk
2023-01-12 15:28:19 -05:00
parent 0b86387cac
commit 216db6b84d
69 changed files with 902 additions and 2568 deletions

View File

@ -1,6 +1,6 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
@ -26,35 +26,6 @@ vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
float facos(float sx){
float x = clamp(abs( sx ),0.,1.);
float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
return sx > 0. ? a : 3.14159265359 - a;
}
#define SHADOW_MAP_BIAS 0.8
float calcDistort(vec2 worlpos){
vec2 pos = worlpos * 1.165;
vec2 posSQ = pos*pos;
float distb = pow(posSQ.x*posSQ.x*posSQ.x + posSQ.y*posSQ.y*posSQ.y, 1.0 / 6.0);
return 1.08695652/((1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -72,10 +43,6 @@ void main() {
vec3 col = albedo*exp(-exposure*3.);
gl_FragData[0].rgb = col*color.a;
gl_FragData[0].a = gl_FragData[0].a*0.1;
}