mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -1,9 +1,24 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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varying vec2 texcoord;
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flat varying vec4 exposure;
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flat varying vec2 rodExposureDepth;
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uniform sampler2D colortex4;
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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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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -11,11 +26,13 @@ varying vec2 texcoord;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0))/BLOOM_QUALITY;
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gl_Position = ftransform();
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//0-0.25
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gl_Position.y = (gl_Position.y*0.5+0.5)*0.25/clampedRes.y*1080.0*2.0-1.0;
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//0-0.5
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gl_Position.x = (gl_Position.x*0.5+0.5)*0.5/clampedRes.x*1920.0*2.0-1.0;
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texcoord = gl_MultiTexCoord0.xy/clampedRes*vec2(1920.,1080.);
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texcoord = gl_MultiTexCoord0.xy;
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exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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}
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