mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 01:52:25 +08:00
Screenspace subsurface scattering, and various tweaks
good old SSSSS. tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
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@ -4,6 +4,7 @@
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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flat varying float SSSAMOUNT;
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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@ -46,13 +47,16 @@ varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec3 FlatNormals;
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec3 FlatNormals;
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#endif
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// #ifdef SPECULARTEX
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uniform sampler2D specular;
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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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@ -444,8 +448,7 @@ void main() {
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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@ -460,20 +463,32 @@ void main() {
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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// #ifdef ENTITY_PHYSICSMOD_SNOW
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// SpecularTex.rg = vec2(0.0);
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// #endif
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gl_FragData[2] = SpecularTex;
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gl_FragData[2].rg = SpecularTex.rg;
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#if SSS_TYPE == 0
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gl_FragData[2].b = 0.0;
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#endif
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#if SSS_TYPE == 1
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gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 2
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gl_FragData[2].b = SpecularTex.b;
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if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 3
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gl_FragData[2].b = SpecularTex.b;
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#endif
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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