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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Add the whole ass shader
it has begun
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101
shaders/deferred1.fsh
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101
shaders/deferred1.fsh
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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#define HQ_CLOUDS //Renders detailled clouds for viewport
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#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
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#define TAA
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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uniform sampler2D depthtex0;
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform int frameCounter;
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uniform int framemod8;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView;
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// flat varying vec2 TAA_Offset;
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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float R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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}
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float R2_dither2(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter);
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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#include "/lib/res_params.glsl"
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(1.0-gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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float blueNoise2(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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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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void main() {
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/* DRAWBUFFERS:0 */
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float phi = 2 * 3.14159265359;
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float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
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#ifdef VOLUMETRIC_CLOUDS
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+(vec2(tempOffsets)*(texelSize/4))*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1.0));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec4 currentClouds = renderClouds(fragpos,vec3(0.), R2_dither(),sunColor/150.,moonColor/150.,avgAmbient/150.,blueNoise2());
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gl_FragData[0] = currentClouds ;
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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}
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