mirror of
https://github.com/X0nk/Bliss-Shader.git
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89 lines
2.1 KiB
GLSL
89 lines
2.1 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#ifdef END_SHADER
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flat varying float Flashing;
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#endif
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#include "/lib/scene_controller.glsl"
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flat varying vec3 WsunVec;
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flat varying vec3 WmoonVec;
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flat varying vec3 unsigned_WsunVec;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec3 moonCol;
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flat varying vec3 albedoSmooth;
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flat varying float exposure;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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uniform sampler2D colortex4;
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// uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform vec3 moonPosition;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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#include "/lib/util.glsl"
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#include "/lib/Shadow_Params.glsl"
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void main() {
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gl_Position = ftransform();
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#ifdef END_SHADER
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Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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#endif
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zMults = vec3(1.0/(far * near),far+near,far-near);
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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moonCol = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
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#if defined FLASHLIGHT && defined FLASHLIGHT_BOUNCED_INDIRECT
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albedoSmooth = texelFetch2D(colortex4,ivec2(15.5,2.5),0).rgb;
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#endif
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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unsigned_WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
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WmoonVec = moonVec;
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if(dot(-moonVec, unsigned_WsunVec) < 0.9999) WmoonVec = -moonVec;
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WsunVec = mix(WmoonVec, unsigned_WsunVec, clamp(lightCol.a,0,1));
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog);
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#ifdef TAA
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TAA_Offset = offsets[framemod8];
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#else
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TAA_Offset = vec2(0.0);
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#endif
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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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}
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