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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
INTERNAL REWORK. testers are needed.
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@ -1,20 +1,57 @@
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#include "/lib/util.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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flat varying float tempOffsets;
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flat varying float Flashing;
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flat varying vec3 WsunVec;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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uniform sampler2D colortex4;
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// uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform int frameCounter;
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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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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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#include "/lib/util.glsl"
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#include "/lib/Shadow_Params.glsl"
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void main() {
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gl_Position = ftransform();
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tempOffsets = HaltonSeq2(frameCounter%10000);
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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zMults = vec3((far * near)*2.0,far+near,far-near);
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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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TAA_Offset = offsets[framemod8];
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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}
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