mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
73 lines
2.3 KiB
GLSL
73 lines
2.3 KiB
GLSL
#include "/lib/settings.glsl"
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uniform sampler2D colortex4;
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uniform sampler2D colortex1;
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uniform sampler2D colortex12;
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uniform vec2 texelSize;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform float near;
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uniform float far;
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float linZ(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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}
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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float DH_ld(float dist) {
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return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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}
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float DH_invLinZ (float lindepth){
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return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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}
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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}
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void convertHandDepth(inout float depth) {
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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depth = ndcDepth * 0.5 + 0.5;
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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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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void main() {
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/* RENDERTARGETS:4,12 */
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vec3 oldTex = texelFetch2D(colortex4, ivec2(gl_FragCoord.xy), 0).xyz;
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float newTex = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
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float dataUnpacked = decodeVec2(texelFetch2D(colortex1,ivec2(gl_FragCoord.xy*4),0).w).y;
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bool hand = abs(dataUnpacked-0.75) < 0.01;
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if(hand) convertHandDepth(newTex);
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#ifdef DISTANT_HORIZONS
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float QuarterResDepth = texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy*4), 0).x;
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if(newTex >= 1.0) newTex = sqrt(QuarterResDepth);
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gl_FragData[1].a = (DH_ld(QuarterResDepth)*DH_ld(QuarterResDepth))*65000.0;
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#endif
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if (newTex < 1.0)
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gl_FragData[0] = vec4(oldTex, linZ(newTex)*linZ(newTex)*65000.0);
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else
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gl_FragData[0] = vec4(oldTex, 2.0);
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} |