mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
108 lines
3.2 KiB
V Shell
108 lines
3.2 KiB
V Shell
#include "/lib/settings.glsl"
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 sunlightCol;
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flat varying vec3 moonlightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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#include "/lib/scene_controller.glsl"
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flat varying vec3 WsunVec;
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flat varying vec3 WrealSunVec;
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flat varying vec3 WmoonVec;
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flat varying vec3 refractedSunVec;
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// flat varying float tempOffsets;
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uniform sampler2D colortex4;
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flat varying float exposure;
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uniform float sunElevation;
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uniform vec2 texelSize;
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uniform vec3 sunPosition;
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uniform vec3 moonPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform int frameCounter;
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#ifdef CUSTOM_MOON_ROTATION
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#include "/lib/SSBOs.glsl"
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#endif
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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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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/sky_gradient.glsl"
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void main() {
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gl_Position = ftransform();
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// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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// #ifdef TAA
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// tempOffsets = HaltonSeq2(frameCounter%10000);
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// #else
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// tempOffsets = 0.0;
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// #endif
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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sunlightCol = texelFetch2D(colortex4,ivec2(8,37),0).rgb;
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moonlightCol = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.cirrus, parameters.fog);
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#endif
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#ifdef NETHER_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = volumetricsFromTex(vec3(0.0,1.0,0.0), colortex4, 6).rgb;
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#endif
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#ifdef END_SHADER
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lightCol.rgb = 500.0 * vec3(AmbientLightEnd_R, AmbientLightEnd_G, AmbientLightEnd_B);
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averageSkyCol = 500.0 * vec3(AmbientLightEnd_R, AmbientLightEnd_G, AmbientLightEnd_B);
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averageSkyCol_Clouds = 500.0 * vec3(AmbientLightEnd_R, AmbientLightEnd_G, AmbientLightEnd_B);
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#endif
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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#ifdef SMOOTH_SUN_ROTATION
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WsunVec = WsunVecSmooth;
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#else
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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#if defined CUSTOM_MOON_ROTATION && defined OVERWORLD_SHADER
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vec3 moonVec = customMoonVecSSBO;
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sunlightCol *= smoothstep(0.005, 0.09, length(moonVec - WsunVec));
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#else
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#ifdef SMOOTH_MOON_ROTATION
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vec3 moonVec = WmoonVecSmooth;
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#else
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vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
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#endif
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if(dot(-moonVec, WsunVec) < 0.9999) moonVec = -moonVec;
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#endif
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WmoonVec = moonVec;
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WrealSunVec = WsunVec;
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WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1));
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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}
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