re-add resourcepack skybox support

This commit is contained in:
Xonk
2025-03-21 21:50:36 -04:00
parent 89d62f3754
commit da3d14958a
10 changed files with 46 additions and 357 deletions

View File

@ -1,123 +1,10 @@
#include "/lib/settings.glsl"
//Computes volumetric clouds at variable resolution (default 1/4 res)
flat varying vec3 sunColor;
// flat varying vec3 moonColor;
flat varying vec3 averageSkyCol;
flat varying float tempOffsets;
// uniform float far;
uniform float near;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
// uniform sampler2D colortex4;
uniform sampler2D noisetex;
uniform sampler2D colortex12;
flat varying vec3 WsunVec;
uniform float sunElevation;
uniform vec3 sunVec;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform int frameCounter;
uniform int framemod8;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView;
uniform mat4 gbufferProjection;
// flat varying vec2 TAA_Offset;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
#include "/lib/DistantHorizons_projections.glsl"
float R2_dither(){
#ifdef TAA
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
#else
vec2 coord = gl_FragCoord.xy;
#endif
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float interleaved_gradientNoise(){
vec2 alpha = vec2(0.75487765, 0.56984026);
vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
#include "/lib/TAA_jitter.glsl"
float blueNoise(){
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a);
#endif
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
uniform float far;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
uniform int dhRenderDistance;
#include "/lib/lightning_stuff.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/res_params.glsl"
#define CLOUDS_INTERSECT_TERRAIN
uniform float eyeAltitude;
#ifdef Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#else
vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
#endif
#include "/lib/volumetricClouds.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -125,34 +12,25 @@ uniform float eyeAltitude;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
#if defined OVERWORLD_SHADER
/* RENDERTARGETS:1,2 */
#endif
void main() {
vec2 texcoord = gl_FragCoord.xy * texelSize;
gl_FragData[0] = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy),0);
#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
if(texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0) {
// doing this for precision reasons, DH does NOT like depth => 1.0
}else{
vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
#ifdef CLOUDS_INTERSECT_TERRAIN
float depth = texelFetch2D(depthtex0, ivec2(halfResTC2), 0).x;
gl_FragData[0].rgb = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb * 10.0;
gl_FragData[0].a = 0.0;
#ifdef DISTANT_HORIZONS
float DH_depth = texelFetch2D(dhDepthTex, ivec2(halfResTC2),0).x;
vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
#endif
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
#endif
}
vec3 tesvar = vec3(0.0);
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
gl_FragData[1] = vec4(0,0,0,0);
gl_FragData[0] = VolumetricClouds;
#else
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
#endif
}