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https://github.com/X0nk/Bliss-Shader.git
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31 lines
1.4 KiB
GLSL
31 lines
1.4 KiB
GLSL
#version 120
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#extension GL_ARB_shader_texture_lod : enable
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#extension GL_EXT_gpu_shader4 : enable
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#define SHADOW_DISABLE_ALPHA_MIPMAPS // Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
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#define Stochastic_Transparent_Shadows // Highly recommanded to enable SHADOW_DISABLE_ALPHA_MIPMAPS with it. Uses noise to simulate transparent objects' shadows (not colored). It is also recommended to increase Min_Shadow_Filter_Radius with this.
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varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int frameCounter;
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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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// float blueNoise(){
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// return texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a;
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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 ) ;
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}
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void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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#endif
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#ifdef Stochastic_Transparent_Shadows
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gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
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#endif
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}
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