Solara-Shaders/shaders/program/composite4.glsl
2024-06-22 15:15:55 -04:00

87 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;
//Uniforms//
uniform float viewWidth, viewHeight, aspectRatio;
uniform sampler2D colortex0;
//Optifine Constants//
const bool colortex0MipmapEnabled = true;
//Common Variables//
float ph = 0.8 / min(360.0, viewHeight);
float pw = ph / aspectRatio;
vec2 view = vec2(1.0 / viewWidth, 1.0 / viewHeight);
float weight[6] = float[6](0.0556, 0.1667, 0.2777, 0.2777, 0.1667, 0.0556);
//Common Functions//
vec3 BloomTile(float lod, vec2 coord, vec2 offset) {
vec3 bloom = vec3(0.0), temp = vec3(0.0);
float scale = exp2(lod);
coord = (coord - offset) * scale;
vec2 padding = vec2(0.5) + 2.0 * view * scale;
if (abs(coord.x - 0.5) < padding.x && abs(coord.y - 0.5) < padding.y) {
for(int i = 0; i < 6; i++) {
for(int j = 0; j < 6; j++) {
float wg = weight[i] * weight[j];
vec2 pixelOffset = vec2((float(i) - 2.5) * pw, (float(j) - 2.5) * ph);
vec2 sampleCoord = coord + pixelOffset * scale;
bloom += texture2D(colortex0, sampleCoord).rgb * wg;
}
}
}
return bloom;
}
#include "/lib/util/dither.glsl"
//Program//
void main() {
vec2 bloomCoord = texCoord * viewHeight * 0.8 / min(360.0, viewHeight);
vec3 blur = BloomTile(1.0, bloomCoord, vec2(0.0 , 0.0 ));
blur += BloomTile(2.0, bloomCoord, vec2(0.50 , 0.0 ) + vec2( 4.0, 0.0) * view);
blur += BloomTile(3.0, bloomCoord, vec2(0.50 , 0.25 ) + vec2( 4.0, 4.0) * view);
blur += BloomTile(4.0, bloomCoord, vec2(0.625 , 0.25 ) + vec2( 8.0, 4.0) * view);
blur += BloomTile(5.0, bloomCoord, vec2(0.6875 , 0.25 ) + vec2(12.0, 4.0) * view);
blur += BloomTile(6.0, bloomCoord, vec2(0.625 , 0.3125) + vec2( 8.0, 8.0) * view);
blur += BloomTile(7.0, bloomCoord, vec2(0.640625 , 0.3125) + vec2(12.0, 8.0) * view);
blur = pow(blur / 32.0, vec3(0.25));
blur = clamp(blur + (Bayer8(gl_FragCoord.xy) - 0.5) / 384.0, vec3(0.0), vec3(1.0));
/* DRAWBUFFERS:1 */
gl_FragData[0] = vec4(blur, 1.0);
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
#endif