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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
made rain come down from an angle. tweaked SSS from the sun.
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@ -23,8 +23,12 @@ uniform float sunElevation;
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uniform vec2 texelSize;
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uniform int framemod8;
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform ivec2 eyeBrightnessSmooth;
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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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@ -33,7 +37,12 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./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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#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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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -41,13 +50,33 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol'
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lmtexcoord.zw = lmcoord;
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#ifdef WEATHER
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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bool istopv = worldpos.y > cameraPosition.y + 5.0 && lmtexcoord.w > 0.94;
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if(!istopv){
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worldpos.xyz -= cameraPosition;
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}else{
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worldpos.xyz -= cameraPosition + vec3(2.0,0.0,2.0);
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}
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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color = gl_Color;
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// color.rgb = worldpos;
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#ifdef LINES
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color.a = 1.0;
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#endif
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