mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.
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@ -8,6 +8,7 @@ varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int frameCounter;
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// varying vec4 color;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -9,8 +9,6 @@ Read the terms of modification and sharing before changing something below pleas
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!! DO NOT REMOVE !!
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*/
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#include "/lib/settings.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/bokeh.glsl"
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#define SHADOW_MAP_BIAS 0.5
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const float PI = 3.1415927;
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@ -39,12 +37,15 @@ uniform vec3 shadowCamera;
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uniform vec3 shadowLightVec;
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uniform float shadowMaxProj;
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attribute vec4 mc_midTexCoord;
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varying vec4 glcolor;
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// varying vec4 color;
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attribute vec4 mc_Entity;
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uniform int blockEntityId;
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uniform int entityId;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/bokeh.glsl"
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const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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@ -100,17 +101,26 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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}
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// uniform int renderStage;
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void main() {
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texcoord.xy = gl_MultiTexCoord0.xy;
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// color = gl_Color;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
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// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
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// position = gl_Vertex.xyz;
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// if((renderStage == 10 || renderStage == 12) && mc_Entity.x != 3000) {
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// position = (shadowModelViewInverse * vec4(gl_Vertex.xyz,1.0)).xyz;
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// }
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// position = mat3(Custom_ViewMatrix) * position + Custom_ViewMatrix[3].xyz;
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// HHHHHHHHH ITS THE JITTER DOF HERE TO SAY HELLO
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// It turns out 'position' above is just viewPos lmao
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// #ifdef DOF_JITTER_SHADOW
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@ -162,25 +172,13 @@ void main() {
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}
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#endif
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
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// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
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// vec3 position = mat3(Custom_ViewMatrix) * vec3(gl_Vertex) + Custom_ViewMatrix[3].xyz;
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// vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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texcoord.xy = gl_MultiTexCoord0.xy;
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if(mc_Entity.x == 8 || mc_Entity.x == 9) gl_Position.w = -1.0;
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if(mc_Entity.x == 8 || mc_Entity.x == 9) gl_Position.w = -1.0;
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/// this is to ease the shadow acne on big fat entities like ghasts.
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float bias = 6.0;
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if(entityId == 1100){
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// increase bias on parts facing the sun
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vec3 FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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@ -188,9 +186,5 @@ void main() {
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bias = 6.0 + (1-clamp(dot(WsunVec,FlatNormals),0,1))*0.3;
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}
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gl_Position.z /= bias;
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}
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}
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