Solara-Shaders/shaders/program/deferred.glsl
2024-06-22 15:15:55 -04:00

78 lines
1.6 KiB
GLSL

/*
BSL Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/
//Settings//
#include "/lib/settings.glsl"
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH
//Varyings//
varying vec2 texCoord;
//Uniforms//
uniform int frameCounter;
uniform float far, near;
uniform float frameTimeCounter;
uniform float viewWidth, viewHeight, aspectRatio;
uniform mat4 gbufferProjection;
uniform sampler2D depthtex0;
uniform sampler2D noisetex;
#ifdef DISTANT_HORIZONS
uniform float dhFarPlane, dhNearPlane;
uniform sampler2D dhDepthTex0;
#endif
//Common Functions//
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
#ifdef DISTANT_HORIZONS
float GetDHLinearDepth(float depth) {
return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - depth * (dhFarPlane - dhNearPlane));
}
#endif
//Includes//
#include "/lib/lighting/ambientOcclusion.glsl"
//Program//
void main() {
float blueNoise = texture2D(noisetex, gl_FragCoord.xy / 512.0).b;
float ao = AmbientOcclusion(blueNoise);
#ifdef DISTANT_HORIZONS
float z = texture2D(depthtex0, texCoord.xy).r;
if (z == 1.0) {
ao = DHAmbientOcclusion(blueNoise);
}
#endif
/* DRAWBUFFERS:4 */
gl_FragData[0] = vec4(ao, 0.0, 0.0, 0.0);
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
#endif