surprise commit

new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
This commit is contained in:
Xonk
2023-04-16 16:18:26 -04:00
parent 7fc3d17c05
commit 2ee6634935
223 changed files with 8807 additions and 16872 deletions

View File

@ -1,10 +1,12 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
//downsample 1st pass (half res) for bloom
#include "lib/res_params.glsl"
uniform sampler2D colortex3;
// Compute 3x3 min max for TAA
// uniform sampler2D colortex8;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -12,35 +14,31 @@ uniform sampler2D colortex3;
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:06 */
ivec2 center = ivec2(gl_FragCoord.xy);
vec3 current = texelFetch2D(colortex3, center, 0).rgb;
vec3 cMin = current;
vec3 cMax = current;
current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
gl_FragData[0].rgb = cMax;
gl_FragData[1].rgb = cMin;
/* DRAWBUFFERS:6 */
vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
vec2 quarterResTC = gl_FragCoord.xy*texelSize*2.;
//0.5
gl_FragData[0] = texture2D(colortex3,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
gl_FragData[0] += texture2D(colortex3,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5;
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5;
//0.25
gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125;
//0.125
gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125;
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125;
//0.125
gl_FragData[0] += texture2D(colortex3,quarterResTC)*0.125;
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
}