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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-29 03:12:39 +08:00
readd SSGI, fix spider eyes on iris, fix min light amount
all that.
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@ -1,8 +1,60 @@
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#version 120
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// #define ENTITIES
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// #define BLOCKENTITIES
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// #define WORLD
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#define SPIDEREYES
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varying vec4 lmtexcoord;
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varying vec4 color;
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#include "gbuffers_all_solid.fsh"
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uniform sampler2D texture;
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//faster and actually more precise than pow 2.2
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// vec3 toLinear(vec3 sRGB){
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// return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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// }
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// vec3 viewToWorld(vec3 viewPosition) {
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// vec4 pos;
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// pos.xyz = viewPosition;
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// pos.w = 0.0;
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// pos = gbufferModelViewInverse * pos;
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// return pos.xyz;
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// }
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// vec3 worldToView(vec3 worldPos) {
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// vec4 pos = vec4(worldPos, 0.0);
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// pos = gbufferModelView * pos;
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// return pos.xyz;
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// }
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:18 */
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void main() {
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vec3 albedo = texture2D(texture, lmtexcoord.xy).rgb * color.rgb;
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vec4 data1 = clamp(encode(vec3(0.0), vec2(lmtexcoord.z,1)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(albedo.r,data1.x), encodeVec2(albedo.g,data1.y), encodeVec2(albedo.b,data1.z), encodeVec2(data1.w,0.75));
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gl_FragData[1].a = 0.9;
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}
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