Files
Bliss-Shader/shaders/dimensions/deferred2.fsh

55 lines
1.5 KiB
GLSL

#include "/lib/settings.glsl"
uniform sampler2D depthtex0;
uniform sampler2D dhDepthTex;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform vec2 texelSize;
float interleaved_gradientNoise(){
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
vec2 coord = gl_FragCoord.xy ;
// vec2 coord = gl_FragCoord.xy;
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
return noise ;
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
#if RESOURCEPACK_SKY != 0
/* RENDERTARGETS:1,2 */
#endif
void main() {
vec2 texcoord = gl_FragCoord.xy * texelSize;
gl_FragData[0] = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy),0);
if(
texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0
#ifdef DISTANT_HORIZONS
|| texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0
#endif
) {
// doing this for precision reasons, DH does NOT like depth => 1.0
}else{
vec3 skyColor = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb;
skyColor.rgb = max(skyColor.rgb - skyColor.rgb * interleaved_gradientNoise()*0.05, 0.0);
gl_FragData[0].rgb = skyColor/50.0;
gl_FragData[0].a = 0.0;
}
gl_FragData[1] = vec4(0,0,0,0);
}