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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 18:02:58 +08:00
Add the whole ass shader
it has begun
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100
shaders/world-1/gbuffers_armor_glint.fsh
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100
shaders/world-1/gbuffers_armor_glint.fsh
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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uniform sampler2D texture;
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uniform vec4 lightCol;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform float sunElevation;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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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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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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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 interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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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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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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return sx > 0. ? a : 3.14159265359 - a;
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}
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#define SHADOW_MAP_BIAS 0.8
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float calcDistort(vec2 worlpos){
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vec2 pos = worlpos * 1.165;
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vec2 posSQ = pos*pos;
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float distb = pow(posSQ.x*posSQ.x*posSQ.x + posSQ.y*posSQ.y*posSQ.y, 1.0 / 6.0);
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return 1.08695652/((1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS);
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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:2 */
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void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy);
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vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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vec3 normal = normalMat.xyz;
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0));
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float NdotL = lightCol.a*dot(normal,sunVec);
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float diffuseSun = clamp(NdotL,0.0f,1.0f);
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vec3 direct = lightCol.rgb;
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direct *= (diffuseSun*lmtexcoord.w)*10.;
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float torch_lightmap = ((lmtexcoord.z*lmtexcoord.z)*(lmtexcoord.z*lmtexcoord.z))*(lmtexcoord.z*20.)+lmtexcoord.z;
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vec3 ambient = (lightCol.a*sunElevation)*(-NdotL*0.45+0.9)*lightCol.rgb*0.6 + (1.2*skyIntensity)*vec3(0.65,0.7,1.)*30. + skyIntensityNight*vec3(0.09,0.1,0.15)/1.5;
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vec3 diffuseLight = (lmtexcoord.w)*ambient + vec3(1.,0.4,0.1)*torch_lightmap*0.08*1.0 + 0.0006;
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vec3 col = dot(diffuseLight,vec3(1.0/3))*albedo;
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gl_FragData[0].rgb = col*color.a;
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gl_FragData[0].a = 0.0;
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}
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