mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
@ -6,7 +6,7 @@
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const bool colortex5MipmapEnabled = true;
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// const bool colortex4MipmapEnabled = true;
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\
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const bool shadowHardwareFiltering = true;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 ambientUp;
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@ -20,7 +20,7 @@ flat varying vec3 WsunVec;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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uniform int hideGUI;
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/*
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const int colortex12Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex11Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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@ -151,7 +151,6 @@ vec3 viewToWorld(vec3 viewPosition) {
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#include "lib/volumetricClouds.glsl"
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#include "lib/waterBump.glsl"
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#include "lib/specular.glsl"
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#include "lib/bokeh.glsl"
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// #include "/lib/climate_settings.glsl"
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@ -806,9 +805,7 @@ void GriAndEminShadowFix(
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}
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}
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mat2 rotate(float angle){
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return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
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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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@ -835,29 +832,11 @@ void main() {
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float z0 = texture2D(depthtex0,texcoord).x;
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float z = texture2D(depthtex1,texcoord).x;
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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p3 += gbufferModelViewInverse[3].xyz;
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#ifdef DOF_JITTER
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vec2 jitter = jitter_offsets[1024 - (frameCounter % 1024)];
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jitter = rotate(frameTimeCounter) * jitter;
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jitter.y *= aspectRatio;
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jitter.xy *= 0.004 * JITTER_STRENGTH;
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vec3 fragpos_DOF = toScreenSpace(vec3((texcoord + jitter)/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3_DOF = mat3(gbufferModelViewInverse) * fragpos_DOF;
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vec3 np3_DOF = normVec(p3_DOF);
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p3_DOF += gbufferModelViewInverse[3].xyz;
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#else
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vec2 jitter = vec2(0.0);
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vec3 p3_DOF = p3;
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vec3 np3_DOF = np3;
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#endif
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float iswaterstuff = texture2D(colortex7,texcoord).a ;
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bool iswater = iswaterstuff > 0.99;
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vec4 SpecularTex = texture2D(colortex8,texcoord);
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@ -910,24 +889,22 @@ void main() {
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vec3 color = vec3(0.0);
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vec3 skyTEX = skyFromTex(np3_DOF,colortex4)/150. ;
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vec3 skyTEX = skyFromTex(np3,colortex4)/150. ;
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0);
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if ( z >= 1.) { //sky
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vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
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vec4 cloud = texture2D_bicubic(colortex0,(texcoord+jitter)*CLOUDS_QUALITY);
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color += stars(np3_DOF);
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color += stars(np3);
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#ifndef ambientLight_only
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// #ifdef Allow_Vanilla_sky
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// vec3 SkyTextured = toLinear(texture2D(colortex12,texcoord).rgb);
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// color += SkyTextured * (lightCol.a == 1 ? lightCol.rgb : 0.75 + blackbody2(Moon_temp)) * sqrt(luma(SkyTextured));
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// #else
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color += drawSun(dot(lightCol.a * WsunVec, np3_DOF),0, lightCol.rgb/150.,vec3(0.0)) ; // sun
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color += drawSun(dot(lightCol.a * -WsunVec, np3_DOF),0, blackbody2(Moon_temp)/500.,vec3(0.0)); // moon
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color += drawSun(dot(lightCol.a * WsunVec, np3),0, lightCol.rgb/150.,vec3(0.0)) ; // sun
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color += drawSun(dot(lightCol.a * -WsunVec, np3),0, blackbody2(Moon_temp)/500.,vec3(0.0)); // moon
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// #endif
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#endif
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@ -1233,12 +1210,5 @@ void main() {
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if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth, estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
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}
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#ifdef DOF_JITTER
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if( hideGUI < 1.0) gl_FragData[0].rgb += vec3(0,25,0) * pow( clamp( 1.0-abs(DOF_JITTER_FOCUS-abs(fragpos.z)) ,0,1),25) ;
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#endif
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/* RENDERTARGETS:3 */
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}
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