102 lines
2.4 KiB
GLSL
102 lines
2.4 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 vec3 sunVec, upVec;
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//Uniforms//
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uniform int isEyeInWater;
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uniform int worldTime;
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uniform float blindFactor, darknessFactor;
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uniform float rainStrength;
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uniform float shadowFade, voidFade;
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uniform float timeAngle, timeBrightness;
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uniform float viewWidth, viewHeight;
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uniform ivec2 eyeBrightnessSmooth;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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//Common Variables//
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp(dot(sunVec, upVec) + 0.05, 0.0, 0.1) * 10.0;
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vec2 vlOffsets[4] = vec2[4](
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vec2( 1.5, 0.5),
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vec2(-0.5, 1.5),
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vec2(-1.5, -0.5),
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vec2( 0.5, -1.5)
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);
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//Includes//
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#include "/lib/color/dimensionColor.glsl"
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//Program//
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void main() {
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vec4 color = texture2D(colortex0, texCoord.xy);
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vec3 vl = texture2D(colortex1, texCoord.xy + vlOffsets[0] / vec2(viewWidth, viewHeight)).rgb;
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vl+= texture2D(colortex1, texCoord.xy + vlOffsets[1] / vec2(viewWidth, viewHeight)).rgb;
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vl+= texture2D(colortex1, texCoord.xy + vlOffsets[2] / vec2(viewWidth, viewHeight)).rgb;
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vl+= texture2D(colortex1, texCoord.xy + vlOffsets[3] / vec2(viewWidth, viewHeight)).rgb;
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vl*= vl * 0.0625;
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#ifdef OVERWORLD
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vl *= lightCol * 0.25;
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#endif
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#ifdef END
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vl *= endCol.rgb * 0.1;
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#endif
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vl *= LIGHT_SHAFT_STRENGTH * (1.0 - rainStrength * eBS * 0.875) * shadowFade *
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(1.0 - max(blindFactor, darknessFactor));
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color.rgb += vl;
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/*DRAWBUFFERS:0*/
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gl_FragData[0] = color;
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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 vec3 sunVec, upVec;
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//Uniforms//
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uniform float timeAngle;
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uniform mat4 gbufferModelView;
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//Program//
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void main() {
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texCoord = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngle - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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}
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#endif |