mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
INTERNAL REWORK. testers are needed.
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@ -1,7 +1,5 @@
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// #version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -12,9 +10,21 @@ Read the terms of modification and sharing before changing something below pleas
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varying vec4 lmtexcoord;
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varying vec4 color;
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#ifdef OVERWORLD_SHADER
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec3 WsunVec;
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uniform sampler2D colortex4;
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#endif
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform vec2 texelSize;
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uniform int framemod8;
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uniform mat4 gbufferModelViewInverse;
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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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@ -34,11 +44,24 @@ 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.;
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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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color = gl_Color;
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#ifdef LINES
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color.a = 1.0;
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#endif
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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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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