mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
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@ -1,63 +1,28 @@
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#version 120
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//#extension GL_ARB_shader_texture_lod : disable
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#include "/lib/settings.glsl"
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varying vec4 color;
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varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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varying vec4 color;
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#include "/lib/waterBump.glsl"
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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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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowProjection;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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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 );
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}
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void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy) * color;
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex, texcoord.xy, 0).a;
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#endif
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gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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#endif
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#ifdef RENDER_ENTITY_SHADOWS
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#endif
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// if(materials > 0.95){
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// // gl_FragData[0] = vec4(0.3,0.8,1.0,0.1);
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// gl_FragData[0] = vec4(1.0,1.0,1.0,0.1);
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// }
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}
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