mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
more setup for scene controller, replace old weather stuff with it. fix vignette when entering/exitings water. added a water enter effect
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76
shaders/lib/scene_controller.glsl
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76
shaders/lib/scene_controller.glsl
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// write various parameters within singular pixels of a texture, which is a non-clearing buffer reprojecting the previous frame of itself, onto itself.
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// this allows smooth interpolation over time from any old parameter value, to any new parameter value.
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// read in vertex stage of post processing passes (deferred, composite), so it only runs on 4 vertices
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// pass to fragment stage for use.
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// the parameters are stored as such:
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// smallCumulus = (coverage, density)
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// largeCumulus = (coverage, density)
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// altostratus = (coverage, density)
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// fog = (uniform fog density, cloudy fog density)
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// ... and more, eventually
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flat varying struct sceneController {
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vec2 smallCumulus;
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vec2 largeCumulus;
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vec2 altostratus;
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vec2 fog;
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} parameters;
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vec3 writeSceneControllerParameters(
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vec2 uv,
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vec2 smallCumulus,
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vec2 largeCumulus,
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vec2 altostratus,
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vec2 fog
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){
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// in colortex4, data is written in a 3x3 pixel area from (1,1) to (3,3)
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// avoiding use of any variation of (0,0) to avoid weird textture wrapping issues
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// 4th compnent/alpha is storing 1/4 res depth so i cant store there lol
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/* (1,3) */ bool topLeft = uv.x > 1 && uv.x < 2 && uv.y > 3 && uv.y < 4;
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/* (2,3) */ bool topMiddle = uv.x > 2 && uv.x < 3 && uv.y > 3 && uv.y < 4;
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// /* (3,3) */ bool topRight = uv.x > 3 && uv.x < 5 && uv.y > 3 && uv.y < 4;
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// /* (1,2) */ bool middleLeft = uv.x > 1 && uv.x < 2 && uv.y > 2 && uv.y < 3;
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// /* (2,2) */ bool middleMiddle = uv.x > 2 && uv.x < 3 && uv.y > 2 && uv.y < 3;
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// /* (3,2) */ bool middleRight = uv.x > 3 && uv.x < 5 && uv.y > 2 && uv.y < 3;
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// /* (1,1) */ bool bottomLeft = uv.x > 1 && uv.x < 2 && uv.y > 1 && uv.y < 2;
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// /* (2,1) */ bool bottomMiddle = uv.x > 2 && uv.x < 3 && uv.y > 1 && uv.y < 2;
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// /* (3,1) */ bool bottomRight = uv.x > 3 && uv.x < 5 && uv.y > 1 && uv.y < 2;
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vec3 data = vec3(0.0,0.0,0.0);
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if(topLeft) data = vec3(smallCumulus.xy, largeCumulus.x);
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if(topMiddle) data = vec3(largeCumulus.y, altostratus.xy);
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// if(topRight) data = vec4(groundSunColor,fogSunColor.r);
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// if(middleLeft) data = vec4(groundAmbientColor,fogSunColor.g);
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// if(middleMiddle) data = vec4(fogAmbientColor,fogSunColor.b);
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// if(middleRight) data = vec4(cloudSunColor,cloudAmbientColor.r);
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// if(bottomLeft) data = vec4(cloudAmbientColor.gb,0.0,0.0);
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// if(bottomMiddle) data = vec4(0.0);
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// if(bottomRight) data = vec4(0.0);
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return data;
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}
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void readSceneControllerParameters(
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sampler2D colortex,
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out vec2 smallCumulus,
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out vec2 largeCumulus,
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out vec2 altostratus,
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out vec2 fog
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){
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// in colortex4, read the data stored within the 3 components of the sampled pixels, and pass it to the fragment stage
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// 4th compnent/alpha is storing 1/4 res depth so i cant store there lol
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vec3 data1 = texelFetch2D(colortex,ivec2(1,3),0).rgb/150.0;
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vec3 data2 = texelFetch2D(colortex,ivec2(2,3),0).rgb/150.0;
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smallCumulus = vec2(data1.x,data1.y);
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largeCumulus = vec2(data1.z,data2.x);
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altostratus = vec2(data2.y,data2.z);
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fog = vec2(0.0);
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}
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