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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Make seasonal snow only in winter - early spring, make rain less when not under a cloud
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@ -96,50 +96,57 @@ vec3 normVec (vec3 vec){
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void main() {
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vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff
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#ifndef WEATHER
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gl_FragData[1].a = 1.0 - TEXTURE.a; // for bloomy rain and stuff
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vec3 Albedo = toLinear(TEXTURE.rgb);
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vec2 tempOffset = offsets[framemod8];
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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float cloudOcclusion = 0.0;
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float Shadows = 1.0;
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vec3 p3_shadow = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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if(TEXTURE.a > 0.0) cloudOcclusion = 1.0 - GetCloudSkyOcclusion(p3 + cameraPosition)*0.9;
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gl_FragData[1].a = TEXTURE.a * cloudOcclusion; // for bloomy rain and stuff
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//apply distortion
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){
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float diffthresh = 0.0002;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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Shadows = shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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}
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(p3);
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#endif
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80., Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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#ifndef WEATHER
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gl_FragData[1].a = 1.0 - TEXTURE.a;
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gl_FragData[0].a = TEXTURE.a;
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gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
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vec3 Albedo = toLinear(TEXTURE.rgb);
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// do the maths only if the pixels exist....
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if(TEXTURE.a > 0.0){
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float Shadows = 1.0;
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vec3 p3_shadow = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){
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float diffthresh = 0.0002;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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Shadows = shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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}
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(p3);
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#endif
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80., Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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// gl_FragData[0].a = TEXTURE.a;
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gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
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}
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#endif
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}
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