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https://github.com/X0nk/Bliss-Shader.git
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Add the whole ass shader
it has begun
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46
shaders/deferred1.vsh
Normal file
46
shaders/deferred1.vsh
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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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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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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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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void main() {
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// TAA_Offset = offsets[frameCounter%8];
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// #ifndef TAA
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// TAA_Offset = vec2(0.0);
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// #endif
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tempOffsets = HaltonSeq2(frameCounter%10000);
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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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// avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
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// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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// ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
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// ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
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// ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
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// ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
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avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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}
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