Solara-Shaders/shaders/program/composite1.glsl
2024-06-22 15:15:55 -04:00

102 lines
2.4 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 sunVec, upVec;
//Uniforms//
uniform int isEyeInWater;
uniform int worldTime;
uniform float blindFactor, darknessFactor;
uniform float rainStrength;
uniform float shadowFade, voidFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility = clamp(dot(sunVec, upVec) + 0.05, 0.0, 0.1) * 10.0;
vec2 vlOffsets[4] = vec2[4](
vec2( 1.5, 0.5),
vec2(-0.5, 1.5),
vec2(-1.5, -0.5),
vec2( 0.5, -1.5)
);
//Includes//
#include "/lib/color/dimensionColor.glsl"
//Program//
void main() {
vec4 color = texture2D(colortex0, texCoord.xy);
vec3 vl = texture2D(colortex1, texCoord.xy + vlOffsets[0] / vec2(viewWidth, viewHeight)).rgb;
vl+= texture2D(colortex1, texCoord.xy + vlOffsets[1] / vec2(viewWidth, viewHeight)).rgb;
vl+= texture2D(colortex1, texCoord.xy + vlOffsets[2] / vec2(viewWidth, viewHeight)).rgb;
vl+= texture2D(colortex1, texCoord.xy + vlOffsets[3] / vec2(viewWidth, viewHeight)).rgb;
vl*= vl * 0.0625;
#ifdef OVERWORLD
vl *= lightCol * 0.25;
#endif
#ifdef END
vl *= endCol.rgb * 0.1;
#endif
vl *= LIGHT_SHAFT_STRENGTH * (1.0 - rainStrength * eBS * 0.875) * shadowFade *
(1.0 - max(blindFactor, darknessFactor));
color.rgb += vl;
/*DRAWBUFFERS:0*/
gl_FragData[0] = color;
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
varying vec3 sunVec, upVec;
//Uniforms//
uniform float timeAngle;
uniform mat4 gbufferModelView;
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
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);
}
#endif