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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@ -1,8 +1,7 @@
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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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#include "/lib/bokeh.glsl"
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#include "/lib/Shadow_Params.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -13,9 +12,17 @@ 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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#endif
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec4 tangent;
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varying vec3 flatnormal;
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uniform mat4 gbufferModelViewInverse;
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varying vec3 viewVector;
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@ -28,13 +35,12 @@ attribute vec4 mc_Entity;
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uniform sampler2D colortex4;
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uniform vec3 sunPosition;
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flat varying vec3 WsunVec;
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uniform float sunElevation;
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varying vec4 tangent_other;
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uniform int frameCounter;
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uniform float far;
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// uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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@ -77,7 +83,6 @@ void main() {
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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color = vec4(gl_Color.rgb,1.0);
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float mat = 0.0;
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@ -106,10 +111,30 @@ void main() {
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mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
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tangent2.y, binormal.y, normalMat.y,
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tangent2.z, binormal.z, normalMat.z);
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flatnormal = normalMat.xyz;
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
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color = vec4(gl_Color.rgb, 1.0);
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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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// WsunVec = normalize(LightDir);
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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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