mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +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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@ -1,17 +1,12 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#define TAA
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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flat varying vec3 WsunVec;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 avgAmbient;
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flat varying vec4 lightCol;
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flat varying float tempOffsets;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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@ -43,26 +38,14 @@ void main() {
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texcoord = gl_MultiTexCoord0.xy;
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tempOffsets = HaltonSeq2(frameCounter%10000);
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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TAA_Offset = vec2(0.0);
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TAA_Offset = vec2(0.0);
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
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ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
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ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
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ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
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avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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zMults = vec3((far * near)*2.0,far+near,far-near);
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}
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