readd SSGI, fix spider eyes on iris, fix min light amount

all that.
This commit is contained in:
Xonk
2023-04-16 19:43:56 -04:00
parent 2ee6634935
commit e1c82709f0
11 changed files with 252 additions and 177 deletions

View File

@ -1,8 +1,52 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
// #define ENTITIES
// #define BLOCKENTITIES
// #define WORLD
#define SPIDEREYES
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "gbuffers_all_solid.vsh"
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
varying vec2 texcoord;
uniform vec2 texelSize;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
// if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
texcoord = (gl_MultiTexCoord0).xy;
color = gl_Color;
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}