mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
improve gtao/rtao/ssgi in all dimensions/lighting situations. improve RP sky support,.
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@ -1,7 +1,43 @@
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#version 120
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#include "/lib/settings.glsl"
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/* RENDERTARGETS:0 */
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#if RESOURCEPACK_SKY != 0
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varying vec4 color;
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varying vec2 texcoord;
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uniform sampler2D texture;
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uniform int renderStage;
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy ;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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#endif
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void main() {
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discard;
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#if RESOURCEPACK_SKY != 0
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/* RENDERTARGETS:10 */
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vec4 COLOR = texture2D(texture, texcoord.xy)*color;
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#if RESOURCEPACK_SKY == 3
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if(renderStage == 1 || renderStage == 3) { discard; return; }
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#endif
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#if RESOURCEPACK_SKY == 1
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if(renderStage == 4 || renderStage == 5) { discard; return; }
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#else
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if(renderStage == 4) COLOR.rgb *= 5.0;
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#endif
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COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
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gl_FragData[0] = vec4(COLOR.rgb/5.0, COLOR.a);
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#else
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discard;
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#endif
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}
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@ -1,5 +1,40 @@
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#version 120
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#include "/lib/settings.glsl"
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#if RESOURCEPACK_SKY != 0
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 color;
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varying vec2 texcoord;
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uniform vec2 texelSize;
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uniform int framemod8;
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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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#endif
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void main() {
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gl_Position = ftransform();
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}
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#if RESOURCEPACK_SKY != 0
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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color = gl_Color;
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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#endif
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}
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