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

86 lines
1.7 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;
varying vec4 color;
//Uniforms//
uniform ivec2 eyeBrightnessSmooth;
uniform sampler2D texture;
//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord) * color;
albedo.rgb = pow(albedo.rgb,vec3(2.2)) / (4.0 - 3.0 * eBS);
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
varying vec4 color;
//Uniforms//
#ifdef TAA
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif
#ifdef WORLD_CURVATURE
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
#endif
//Includes//
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
#ifdef WORLD_CURVATURE
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
if (gl_ProjectionMatrix[2][2] < -0.5) position.y -= WorldCurvature(position.xz);
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#else
gl_Position = ftransform();
#endif
#if defined TAA && !defined TAA_SELECTIVE
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif