mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 10:12:54 +08:00
added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.
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@ -1,6 +1,6 @@
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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/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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@ -12,26 +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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varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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attribute vec4 at_tangent;
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#endif
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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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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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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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@ -40,25 +31,17 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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lmtexcoord.zw = lmcoord*lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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color = gl_Color;
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gl_Position = toClipSpace3(position);
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color = gl_Color;
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
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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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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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}
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