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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-30 11:42:51 +08:00
Merge branch 'main' into jitter_dof
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@ -16,8 +16,8 @@ varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 tangent;
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varying float dist;
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varying vec4 tangent;
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uniform mat4 gbufferModelViewInverse;
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varying vec3 viewVector;
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@ -27,6 +27,7 @@ attribute vec4 at_tangent;
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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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@ -36,13 +37,12 @@ varying vec4 tangent_other;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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uniform int frameCounter;
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uniform float frameTimeCounter;
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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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uniform int hideGUI;
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uniform float screenBrightness;
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flat varying vec3 avgAmbient;
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uniform vec2 texelSize;
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uniform int framemod8;
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@ -59,6 +59,17 @@ uniform int framemod8;
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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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#define PHYSICSMOD_VERTEX
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#include "/lib/oceans.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -66,42 +77,64 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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vec4 Swtich_gl_vertex = gl_Vertex;
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if(physics_iterationsNormal > 0.0){
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// basic texture to determine how shallow/far away from the shore the water is
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physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
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// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
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vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
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// pass this to the fragment shader to fetch the texture there for per fragment normals
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physics_localPosition = finalPosition.xyz;
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Swtich_gl_vertex.xyz = finalPosition.xyz ;
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}
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
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lmtexcoord.zw = lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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color = gl_Color;
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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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if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
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mat = 1.0;
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gl_Position.z -= 1e-4;
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}
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if (mc_Entity.x == 10002) mat = 0.01;
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
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#ifdef ENTITIES
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mat = 0.2;
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#endif
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// if (mc_Entity.x == 8) mat = 0.1;
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normalMat = vec4(normalize( gl_NormalMatrix*gl_Normal),mat);
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
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normalMat.a = mat;
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tangent_other = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),normalMat.a);
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tangent = normalize( gl_NormalMatrix *at_tangent.rgb);
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binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x,
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tangent.y, binormal.y, normalMat.y,
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tangent.z, binormal.z, normalMat.z);
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vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
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binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
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dist = length(gl_ModelViewMatrix * gl_Vertex);
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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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viewVector = ( gl_ModelViewMatrix * gl_Vertex).xyz;
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
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@ -137,4 +170,6 @@ void main() {
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gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
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#endif
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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}
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