mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
fix includes
This commit is contained in:
parent
30b9fb48aa
commit
cca6a1bfc7
@ -1,13 +1,13 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
|
|
||||||
flat varying vec3 WsunVec;
|
flat varying vec3 WsunVec;
|
||||||
flat varying vec2 TAA_Offset;
|
flat varying vec2 TAA_Offset;
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
|
|
||||||
uniform sampler2D depthtex1;
|
uniform sampler2D depthtex1;
|
||||||
uniform sampler2D colortex1;
|
uniform sampler2D colortex1;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec2 TAA_Offset;
|
flat varying vec2 TAA_Offset;
|
||||||
flat varying vec3 WsunVec;
|
flat varying vec3 WsunVec;
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
//Render sky, volumetric clouds, direct lighting
|
//Render sky, volumetric clouds, direct lighting
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
const bool colortex5MipmapEnabled = true;
|
const bool colortex5MipmapEnabled = true;
|
||||||
const bool colortex12MipmapEnabled = true;
|
const bool colortex12MipmapEnabled = true;
|
||||||
@ -137,17 +137,17 @@ vec3 viewToWorld(vec3 viewPosition) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
#include "lib/color_transforms.glsl"
|
#include "/lib/color_transforms.glsl"
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "lib/stars.glsl"
|
#include "/lib/stars.glsl"
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
#include "lib/waterBump.glsl"
|
#include "/lib/waterBump.glsl"
|
||||||
#include "lib/specular.glsl"
|
#include "/lib/specular.glsl"
|
||||||
|
|
||||||
#define OVERWORLD
|
#define OVERWORLD
|
||||||
#include "lib/diffuse_lighting.glsl"
|
#include "/lib/diffuse_lighting.glsl"
|
||||||
|
|
||||||
float lengthVec (vec3 vec){
|
float lengthVec (vec3 vec){
|
||||||
return sqrt(dot(vec,vec));
|
return sqrt(dot(vec,vec));
|
||||||
@ -736,7 +736,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
#include "lib/PhotonGTAO.glsl"
|
#include "/lib/PhotonGTAO.glsl"
|
||||||
|
|
||||||
uniform float detectThunderStorm;
|
uniform float detectThunderStorm;
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec3 averageSkyCol_Clouds;
|
flat varying vec3 averageSkyCol_Clouds;
|
||||||
flat varying vec4 lightCol;
|
flat varying vec4 lightCol;
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
#version 120
|
#version 120
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//Merge and upsample the blurs into a 1/4 res bloom buffer
|
//Merge and upsample the blurs into a 1/4 res bloom buffer
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform sampler2D colortex3;
|
uniform sampler2D colortex3;
|
||||||
uniform sampler2D colortex6;
|
uniform sampler2D colortex6;
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
|
@ -54,7 +54,7 @@ vec4 Weather_properties = Moon_Weather_properties;
|
|||||||
|
|
||||||
#include "/lib/color_transforms.glsl"
|
#include "/lib/color_transforms.glsl"
|
||||||
#include "/lib/color_dither.glsl"
|
#include "/lib/color_dither.glsl"
|
||||||
// #include "lib/biome_specifics.glsl"
|
// #include "/lib/biome_specifics.glsl"
|
||||||
#include "/lib/bokeh.glsl"
|
#include "/lib/bokeh.glsl"
|
||||||
|
|
||||||
float cdist(vec2 coord) {
|
float cdist(vec2 coord) {
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
|
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
//Volumetric fog rendering
|
//Volumetric fog rendering
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec4 lightCol;
|
flat varying vec4 lightCol;
|
||||||
flat varying vec3 sunColor;
|
flat varying vec3 sunColor;
|
||||||
@ -41,16 +41,16 @@ uniform vec2 texelSize;
|
|||||||
|
|
||||||
// uniform int worldTime;
|
// uniform int worldTime;
|
||||||
|
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
#include "lib/color_transforms.glsl"
|
#include "/lib/color_transforms.glsl"
|
||||||
#include "lib/color_dither.glsl"
|
#include "/lib/color_dither.glsl"
|
||||||
#include "lib/projections.glsl"
|
#include "/lib/projections.glsl"
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
#define TIMEOFDAYFOG
|
#define TIMEOFDAYFOG
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
|
|
||||||
|
|
||||||
float blueNoise(){
|
float blueNoise(){
|
||||||
@ -114,7 +114,7 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
|
|||||||
// return vec*inversesqrt(dot(vec,vec));
|
// return vec*inversesqrt(dot(vec,vec));
|
||||||
// }
|
// }
|
||||||
|
|
||||||
#include "lib/volumetricFog.glsl"
|
#include "/lib/volumetricFog.glsl"
|
||||||
|
|
||||||
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
|
||||||
int spCount = 8;
|
int spCount = 8;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec3 averageSkyCol_Clouds;
|
flat varying vec3 averageSkyCol_Clouds;
|
||||||
flat varying vec3 averageSkyCol;
|
flat varying vec3 averageSkyCol;
|
||||||
@ -28,7 +28,7 @@ uniform mat4 gbufferModelViewInverse;
|
|||||||
|
|
||||||
#include "/lib/util.glsl"
|
#include "/lib/util.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
// #include "lib/biome_specifics.glsl"
|
// #include "/lib/biome_specifics.glsl"
|
||||||
|
|
||||||
|
|
||||||
// uniform float sandStorm;
|
// uniform float sandStorm;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
|
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec3 zMults;
|
flat varying vec3 zMults;
|
||||||
flat varying vec2 TAA_Offset;
|
flat varying vec2 TAA_Offset;
|
||||||
@ -51,12 +51,12 @@ uniform float darknessFactor;
|
|||||||
uniform float darknessLightFactor;
|
uniform float darknessLightFactor;
|
||||||
|
|
||||||
|
|
||||||
#include "lib/waterBump.glsl"
|
#include "/lib/waterBump.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
// #include "lib/biome_specifics.glsl"
|
// #include "/lib/biome_specifics.glsl"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -81,7 +81,7 @@ vec3 toScreenSpace(vec3 p) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// #include "lib/specular.glsl"
|
// #include "/lib/specular.glsl"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
flat varying vec4 lightCol;
|
flat varying vec4 lightCol;
|
||||||
flat varying vec3 WsunVec;
|
flat varying vec3 WsunVec;
|
||||||
|
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
uniform sampler2D colortex3;
|
uniform sampler2D colortex3;
|
||||||
// Compute 3x3 min max for TAA
|
// Compute 3x3 min max for TAA
|
||||||
|
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
|
@ -3,8 +3,8 @@
|
|||||||
|
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
//TAA OPTIONS
|
//TAA OPTIONS
|
||||||
@ -83,7 +83,7 @@ uniform mat4 gbufferPreviousModelView;
|
|||||||
|
|
||||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||||
|
|
||||||
#include "lib/projections.glsl"
|
#include "/lib/projections.glsl"
|
||||||
|
|
||||||
|
|
||||||
float luma(vec3 color) {
|
float luma(vec3 color) {
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
flat varying float exposureA;
|
flat varying float exposureA;
|
||||||
|
@ -1,14 +1,14 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//downsample 1st pass (half res) for bloom
|
//downsample 1st pass (half res) for bloom
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
uniform sampler2D colortex5;
|
uniform sampler2D colortex5;
|
||||||
// uniform sampler2D colortex8;
|
// uniform sampler2D colortex8;
|
||||||
uniform vec2 texelSize;
|
uniform vec2 texelSize;
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
|
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//downsample 1st pass (half res) for bloom
|
//downsample 1st pass (half res) for bloom
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform sampler2D colortex3;
|
uniform sampler2D colortex3;
|
||||||
// uniform sampler2D colortex8;
|
// uniform sampler2D colortex8;
|
||||||
uniform vec2 texelSize;
|
uniform vec2 texelSize;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//6 Horizontal gaussian blurs and horizontal downsampling
|
//6 Horizontal gaussian blurs and horizontal downsampling
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
uniform sampler2D colortex6;
|
uniform sampler2D colortex6;
|
||||||
uniform vec2 texelSize;
|
uniform vec2 texelSize;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//6 Vertical gaussian blurs and vertical downsampling
|
//6 Vertical gaussian blurs and vertical downsampling
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D colortex6;
|
uniform sampler2D colortex6;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
uniform float viewWidth;
|
uniform float viewWidth;
|
||||||
uniform float viewHeight;
|
uniform float viewHeight;
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
|
//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
|
||||||
#define ReflectedFog
|
#define ReflectedFog
|
||||||
|
|
||||||
@ -43,17 +43,17 @@ uniform vec3 cameraPosition;
|
|||||||
uniform float far;
|
uniform float far;
|
||||||
uniform ivec2 eyeBrightnessSmooth;
|
uniform ivec2 eyeBrightnessSmooth;
|
||||||
|
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
#include "/lib/util.glsl"
|
#include "/lib/util.glsl"
|
||||||
#include "/lib/ROBOBO_sky.glsl"
|
#include "/lib/ROBOBO_sky.glsl"
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
|
|
||||||
// uniform int worldTime;
|
// uniform int worldTime;
|
||||||
|
|
||||||
#define TIMEOFDAYFOG
|
#define TIMEOFDAYFOG
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
|
|
||||||
// #include "lib/biome_specifics.glsl"
|
// #include "/lib/biome_specifics.glsl"
|
||||||
|
|
||||||
vec3 toShadowSpaceProjected(vec3 p3){
|
vec3 toShadowSpaceProjected(vec3 p3){
|
||||||
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
|
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
|
||||||
@ -80,7 +80,7 @@ float luma(vec3 color) {
|
|||||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||||
}
|
}
|
||||||
|
|
||||||
#include "lib/volumetricFog.glsl"
|
#include "/lib/volumetricFog.glsl"
|
||||||
|
|
||||||
const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
|
const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
|
||||||
|
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
|
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
flat varying vec3 averageSkyCol_Clouds;
|
flat varying vec3 averageSkyCol_Clouds;
|
||||||
flat varying vec3 averageSkyCol;
|
flat varying vec3 averageSkyCol;
|
||||||
@ -38,7 +38,7 @@ uniform float rainStrength;
|
|||||||
// uniform int worldTime;
|
// uniform int worldTime;
|
||||||
vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition);
|
vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition);
|
||||||
|
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "/lib/util.glsl"
|
#include "/lib/util.glsl"
|
||||||
#include "/lib/ROBOBO_sky.glsl"
|
#include "/lib/ROBOBO_sky.glsl"
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
//Computes volumetric clouds at variable resolution (default 1/4 res)
|
//Computes volumetric clouds at variable resolution (default 1/4 res)
|
||||||
|
|
||||||
|
|
||||||
@ -54,8 +54,8 @@ float interleaved_gradientNoise(){
|
|||||||
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
||||||
return noise;
|
return noise;
|
||||||
}
|
}
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||||
vec2(-1.,3.)/8.,
|
vec2(-1.,3.)/8.,
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
flat varying vec3 averageSkyCol_Clouds;
|
flat varying vec3 averageSkyCol_Clouds;
|
||||||
flat varying vec3 sunColor;
|
flat varying vec3 sunColor;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
uniform sampler2D colortex4;
|
uniform sampler2D colortex4;
|
||||||
uniform sampler2D depthtex1;
|
uniform sampler2D depthtex1;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
uniform vec2 texelSize;
|
uniform vec2 texelSize;
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
//Vignetting, applies bloom, applies exposure and tonemaps the final image
|
//Vignetting, applies bloom, applies exposure and tonemaps the final image
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
|
|
||||||
@ -16,8 +16,8 @@ uniform int frameCounter;
|
|||||||
uniform int isEyeInWater;
|
uniform int isEyeInWater;
|
||||||
|
|
||||||
|
|
||||||
#include "lib/color_transforms.glsl"
|
#include "/lib/color_transforms.glsl"
|
||||||
#include "lib/color_dither.glsl"
|
#include "/lib/color_dither.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
|
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
|
||||||
{
|
{
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
flat varying vec4 exposure;
|
flat varying vec4 exposure;
|
||||||
|
@ -31,14 +31,14 @@ uniform mat4 shadowProjection;
|
|||||||
uniform vec3 cameraPosition;
|
uniform vec3 cameraPosition;
|
||||||
|
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
|
|
||||||
#define OVERWORLD
|
#define OVERWORLD
|
||||||
#include "lib/diffuse_lighting.glsl"
|
#include "/lib/diffuse_lighting.glsl"
|
||||||
|
|
||||||
//faster and actually more precise than pow 2.2
|
//faster and actually more precise than pow 2.2
|
||||||
vec3 toLinear(vec3 sRGB){
|
vec3 toLinear(vec3 sRGB){
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
// #version 120
|
// #version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -14,7 +14,7 @@ varying vec3 binormal;
|
|||||||
|
|
||||||
varying vec3 viewVector;
|
varying vec3 viewVector;
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
@ -63,16 +63,16 @@ flat varying vec3 averageSkyCol_Clouds;
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
#include "lib/color_transforms.glsl"
|
#include "/lib/color_transforms.glsl"
|
||||||
#include "lib/projections.glsl"
|
#include "/lib/projections.glsl"
|
||||||
#include "lib/sky_gradient.glsl"
|
#include "/lib/sky_gradient.glsl"
|
||||||
#include "lib/waterBump.glsl"
|
#include "/lib/waterBump.glsl"
|
||||||
#include "lib/clouds.glsl"
|
#include "/lib/clouds.glsl"
|
||||||
#include "lib/stars.glsl"
|
#include "/lib/stars.glsl"
|
||||||
#include "lib/volumetricClouds.glsl"
|
#include "/lib/volumetricClouds.glsl"
|
||||||
#define OVERWORLD
|
#define OVERWORLD
|
||||||
#include "lib/diffuse_lighting.glsl"
|
#include "/lib/diffuse_lighting.glsl"
|
||||||
|
|
||||||
|
|
||||||
float blueNoise(){
|
float blueNoise(){
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
// #version 120
|
// #version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_ARB_shader_texture_lod : disable
|
//#extension GL_ARB_shader_texture_lod : disable
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
|
|
||||||
|
|
||||||
varying vec2 texcoord;
|
varying vec2 texcoord;
|
||||||
|
@ -8,8 +8,8 @@ This code is from Chocapic13' shaders
|
|||||||
Read the terms of modification and sharing before changing something below please !
|
Read the terms of modification and sharing before changing something below please !
|
||||||
!! DO NOT REMOVE !!
|
!! DO NOT REMOVE !!
|
||||||
*/
|
*/
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "lib/Shadow_Params.glsl"
|
#include "/lib/Shadow_Params.glsl"
|
||||||
|
|
||||||
#define SHADOW_MAP_BIAS 0.5
|
#define SHADOW_MAP_BIAS 0.5
|
||||||
const float PI = 3.1415927;
|
const float PI = 3.1415927;
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
#version 120
|
#version 120
|
||||||
//#extension GL_EXT_gpu_shader4 : disable
|
//#extension GL_EXT_gpu_shader4 : disable
|
||||||
|
|
||||||
#include "lib/settings.glsl"
|
#include "/lib/settings.glsl"
|
||||||
#include "/lib/res_params.glsl"
|
#include "/lib/res_params.glsl"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
Loading…
x
Reference in New Issue
Block a user