Solara-Shaders/shaders/program/composite2.glsl
2024-06-22 15:15:55 -04:00

109 lines
2.6 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;
//Uniforms//
uniform float viewWidth, viewHeight, aspectRatio;
uniform vec3 cameraPosition, previousCameraPosition;
uniform mat4 gbufferPreviousProjection, gbufferProjectionInverse;
uniform mat4 gbufferModelView, gbufferPreviousModelView, gbufferModelViewInverse;
uniform sampler2D colortex0;
uniform sampler2D depthtex1;
//Common Functions//
vec3 MotionBlur(vec3 color, float z, float dither) {
float hand = float(z < 0.56);
if (hand < 0.5) {
float mbwg = 0.0;
vec2 doublePixel = 2.0 / vec2(viewWidth, viewHeight);
vec3 mblur = vec3(0.0);
vec4 currentPosition = vec4(texCoord, z, 1.0) * 2.0 - 1.0;
vec4 viewPos = gbufferProjectionInverse * currentPosition;
viewPos = gbufferModelViewInverse * viewPos;
viewPos /= viewPos.w;
vec3 cameraOffset = cameraPosition - previousCameraPosition;
vec4 previousPosition = viewPos + vec4(cameraOffset, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
previousPosition /= previousPosition.w;
vec2 velocity = (currentPosition - previousPosition).xy;
velocity = velocity / (1.0 + length(velocity)) * MOTION_BLUR_STRENGTH * 0.02;
vec2 coord = texCoord.st - velocity * (1.5 + dither);
for(int i = 0; i < 5; i++, coord += velocity) {
vec2 sampleCoord = clamp(coord, doublePixel, 1.0 - doublePixel);
float mask = float(texture2D(depthtex1, sampleCoord).r > 0.56);
mblur += texture2DLod(colortex0, sampleCoord, 0.0).rgb * mask;
mbwg += mask;
}
mblur /= max(mbwg, 1.0);
return mblur;
}
else return color;
}
//Includes//
#include "/lib/util/dither.glsl"
#ifdef OUTLINE_OUTER
#include "/lib/util/outlineOffset.glsl"
#include "/lib/util/outlineDepth.glsl"
#endif
//Program//
void main() {
vec3 color = texture2DLod(colortex0, texCoord, 0.0).rgb;
#ifdef MOTION_BLUR
float z = texture2D(depthtex1, texCoord.st).x;
float dither = Bayer8(gl_FragCoord.xy);
#ifdef OUTLINE_OUTER
DepthOutline(z, depthtex1);
#endif
color = MotionBlur(color, z, dither);
#endif
/*DRAWBUFFERS:0*/
gl_FragData[0] = vec4(color,1.0);
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
#endif