mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
61 lines
1.9 KiB
GLSL
61 lines
1.9 KiB
GLSL
#include "/lib/settings.glsl"
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#include "/lib/macro_lod_mod.glsl"
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uniform sampler2D colortex1;
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uniform sampler2D colortex9;
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uniform sampler2D depthtex0;
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uniform vec2 texelSize;
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy ;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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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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//the idea is write from gbuffers -> buffer blend -> in deferred2 write blended contents to sky area -> clear previous buffer written to from gbuffers
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#if RESOURCEPACK_SKY != 0
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/* RENDERTARGETS:1,9 */
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#endif
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void main() {
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vec2 texcoord = gl_FragCoord.xy * texelSize;
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// re-write contents back to the buffer so as to not lose anything
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gl_FragData[0] = texelFetch(colortex1, ivec2(gl_FragCoord.xy), 0);
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// deferred data does not exist where depth >= 1.0 (sky/infinite distance)
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// free space for high precision color
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if(
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texelFetch(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0
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#ifdef USING_LOD_MOD
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|| texelFetch(LOD_DEPTHTEX0, ivec2(gl_FragCoord.xy), 0).x < 1.0
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#endif
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) {
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// doing this for precision reasons, DH does NOT like depth => 1.0
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}else{
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vec3 skyColor = texelFetch(colortex9, ivec2(gl_FragCoord.xy),0).rgb;
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skyColor.rgb = max(skyColor.rgb - skyColor.rgb * interleaved_gradientNoise()*0.05, 0.0);
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gl_FragData[0].rgb = skyColor/50.0;
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gl_FragData[0].a = 1.0;
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}
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// clear colortex9 for gbuffers_weather to use
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
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} |