mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
88 lines
2.0 KiB
V Shell
88 lines
2.0 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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#ifdef CUSTOM_MOON_ROTATION
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#include "/lib/SSBOs.glsl"
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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 WrealSunVec;
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flat varying vec3 WmoonVec;
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uniform vec2 texelSize;
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uniform sampler2D colortex4;
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uniform float sunElevation;
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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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flat varying vec2 TAA_Offset;
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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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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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//////////////////////////////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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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_SCALE)*2.0-1.0;
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float lightSourceCheck = float(sunElevation > 1e-5)*2.0 - 1.0;
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#ifdef OVERWORLD_SHADER
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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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#ifdef CUSTOM_MOON_ROTATION
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#if LIGHTNING_SHADOWS > 0
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vec3 moonVec = customMoonVec2SSBO;
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#else
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vec3 moonVec = customMoonVecSSBO;
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#endif
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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(lightSourceCheck,0,1));
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#else
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WmoonVec = vec3(0.0, 1.0, 0.0);
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WsunVec = vec3(0.0, 1.0, 0.0);
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WrealSunVec = vec3(0.0, 1.0, 0.0);
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#endif
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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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}
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