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

155 lines
3.7 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 vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
uniform int isEyeInWater;
uniform int worldTime;
uniform float rainStrength;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform sampler2D texture;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
//Includes//
#include "/lib/color/lightColor.glsl"
#include "/lib/util/spaceConversion.glsl"
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
//Program//
void main() {
#if CLOUDS != 3
discard;
#endif
vec4 albedo = texture2D(texture, texCoord);
albedo.rgb = pow(albedo.rgb,vec3(2.2));
float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
float vanillaDiffuse = (0.25 * NoU + 0.75) + (-0.333 + abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
vanillaDiffuse = mix(vanillaDiffuse, 0.75, rainStrength * 0.75);
vanillaDiffuse*= vanillaDiffuse;
albedo.rgb *= lightCol * vanillaDiffuse * CLOUD_BRIGHTNESS;
albedo.rgb *= mix(0.4 - 0.25 * rainStrength, 0.5 - 0.425 * rainStrength, sunVisibility);
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
#ifdef TAA
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ToNDC(screenPos);
#endif
vec3 worldPos = ToWorld(viewPos);
#if FOG_VANILLA_CLOUD > 0
#if FOG_VANILLA_CLOUD == 1
float vanillaFogEnd = 4.0;
#elif FOG_VANILLA_CLOUD == 2
float vanillaFogEnd = 2.0;
#else
float vanillaFogEnd = 1.0;
#endif
float worldDistance = length(worldPos.xz) / 256.0;
float vanillaFog = 1.0 - smoothstep(0.5, vanillaFogEnd, worldDistance);
albedo.a *= color.a * vanillaFog;
#endif
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
#ifdef ADVANCED_MATERIALS
/* DRAWBUFFERS:0367 */
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
#ifdef TAA
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif
uniform float timeAngle;
uniform mat4 gbufferModelView;
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
normal = normalize(gl_NormalMatrix * gl_Normal);
const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
float ang = fract(timeAngle - 0.25);
ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
gl_Position = ftransform();
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif