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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 01:22:38 +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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@ -1,116 +1,3 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#define PCF
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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uniform vec4 lightCol;
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uniform vec3 sunVec;
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uniform vec3 upVec;
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uniform vec2 texelSize;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform float sunElevation;
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uniform float rainStrength;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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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 interleaved_gradientNoise(float temporal){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
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return noise;
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}
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#ifdef PCF
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const vec2 shadowOffsets[4] = vec2[4](vec2( 0.1250, 0.0000 ),
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vec2( -0.1768, -0.1768 ),
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vec2( -0.0000, 0.3750 ),
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vec2( 0.3536, -0.3536 )
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);
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#endif
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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return sx > 0. ? a : 3.14159265359 - a;
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}
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vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot)
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{
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float startJitter = (spinAngle/6.28);
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float alpha = sqrt(sampleNumber + startJitter/nb );
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float angle = alpha * (nbRot * 6.28) + spinAngle*2.;
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float ssR = alpha;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*ssR;
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}
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uniform int framemod8;
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uniform int framecouter;
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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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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:2 */
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void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
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vec2 tempOffset=offsets[framemod8];
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if (gl_FragData[0].a>0.1){
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vec3 albedo = toLinear(gl_FragData[0].rgb);
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vec3 normal = normalMat.xyz;
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vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb;
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vec3 diffuseLight = ambient;
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gl_FragData[0].rgb = diffuseLight*albedo*8./1500.*0.1;
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}
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}
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#include "/programs/all_translucent.fsh"
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