WIP nether shader

This commit is contained in:
Xonk
2023-07-26 02:10:18 -04:00
parent a70542f2c4
commit d4e8104388
6 changed files with 80 additions and 169 deletions

View File

@ -4,20 +4,10 @@
#include "/lib/settings.glsl"
flat varying vec4 lightCol;
// flat varying vec3 ambientUp;
// flat varying vec3 ambientLeft;
// flat varying vec3 ambientRight;
// flat varying vec3 ambientB;
// flat varying vec3 ambientF;
// flat varying vec3 ambientDown;
flat varying float tempOffsets;
flat varying float fogAmount;
flat varying float VFAmount;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
@ -32,10 +22,14 @@ uniform float frameTimeCounter;
uniform int isEyeInWater;
uniform vec2 texelSize;
uniform vec3 previousCameraPosition;
varying vec2 texcoord;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/nether_fog.glsl"
@ -54,24 +48,20 @@ float blueNoise(){
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
varying vec2 texcoord;
void main() {
/* DRAWBUFFERS:0 */
// if (isEyeInWater == 0){
// vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
// float z = texture2D(depthtex0,tc).x;
// vec3 fragpos = toScreenSpace(vec3(tc,z));
vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
float z = texture2D(depthtex0,tc).x;
vec3 fragpos = toScreenSpace(vec3(tc,z));
// vec3 fragpos_ALT = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
vec4 VolumetricFog = GetVolumetricFog(fragpos, blueNoise());
// float noise = blueNoise();
// mat2x3 vl = getVolumetricRays(noise,fragpos, interleaved_gradientNoise());
// float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
// gl_FragData[0] = clamp(vec4(vl[0],absorbance),0.000001,65000.);
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
// } else {
// gl_FragData[0] = vec4(0.0);