mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 10:42:31 +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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@ -1,81 +1,25 @@
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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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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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uniform vec4 lightCol;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform float sunElevation;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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return sx > 0. ? a : 3.14159265359 - a;
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}
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#define SHADOW_MAP_BIAS 0.8
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float calcDistort(vec2 worlpos){
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vec2 pos = worlpos * 1.165;
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vec2 posSQ = pos*pos;
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float distb = pow(posSQ.x*posSQ.x*posSQ.x + posSQ.y*posSQ.y*posSQ.y, 1.0 / 6.0);
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return 1.08695652/((1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS);
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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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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:2 */
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void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy);
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vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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float exposure = texelFetch2D(gaux1,ivec2(10,37),0).r;
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vec3 col = albedo*exp(-exposure*3.);
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gl_FragData[0].rgb = col*color.a;
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gl_FragData[0].a = gl_FragData[0].a*0.1;
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gl_FragData[0] = vec4(toLinear( texture2D(texture, lmtexcoord.xy).rgb * color.rgb), 0.1);
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}
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