92 lines
1.8 KiB
GLSL
92 lines
1.8 KiB
GLSL
/*
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BSL Shaders v8 Series by Capt Tatsu
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https://bitslablab.com
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*/
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//Settings//
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#include "/lib/settings.glsl"
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//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
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#ifdef FSH
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//Varyings//
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varying vec2 texCoord;
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varying vec4 color;
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//Uniforms//
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uniform sampler2D texture;
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//Program//
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void main() {
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vec4 albedo = texture2D(texture, texCoord) * color;
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albedo.rgb = pow(albedo.rgb,vec3(2.2)) * 4.0;
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#ifdef WHITE_WORLD
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albedo.rgb = vec3(2.0);
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#endif
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#if ALPHA_BLEND == 0
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albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
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#endif
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#ifdef ADVANCED_MATERIALS
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/* DRAWBUFFERS:0367 */
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gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
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#endif
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}
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#endif
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//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
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#ifdef VSH
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//Varyings//
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varying vec2 texCoord;
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varying vec4 color;
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//Uniforms//
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#ifdef TAA
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uniform int frameCounter;
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uniform float viewWidth;
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uniform float viewHeight;
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#include "/lib/util/jitter.glsl"
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#endif
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#ifdef WORLD_CURVATURE
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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#endif
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//Includes//
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#ifdef WORLD_CURVATURE
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#include "/lib/vertex/worldCurvature.glsl"
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#endif
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//Program//
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void main() {
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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color = gl_Color;
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#ifdef WORLD_CURVATURE
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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position.y -= WorldCurvature(position.xz);
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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#endif
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#if defined TAA && !defined TAA_SELECTIVE
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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}
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#endif |