custommods

This commit is contained in:
samsonsin
2025-05-29 23:31:29 +02:00
committed by samsonsin
parent b2dc5eba36
commit ee85cdd98b
799 changed files with 19536 additions and 0 deletions

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/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
#include "/lib/util/reprojection.glsl"
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2(-1, -1),
ivec2( 0, -1),
ivec2( 1, -1),
ivec2(-1, 0),
ivec2( 1, 0),
ivec2(-1, 1),
ivec2( 0, 1),
ivec2( 1, 1)
);
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float depth, inout float edge) {
vec3 minclr = color, maxclr = color;
ivec2 texelCoord = ivec2(gl_FragCoord.xy);
for (int i = 0; i < 8; i++) {
float depthCheck = texelFetch(depthtex1, texelCoord + neighbourhoodOffsets[i], 0).r;
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 0.25;
vec3 clr = texelFetch(colortex1, texelCoord + neighbourhoodOffsets[i], 0).rgb;
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
}
tempColor = clamp(tempColor, minclr, maxclr);
}
void TAA(inout vec3 color, inout vec4 temp) {
float depth = texture2D(depthtex1, texCoord).r;
float noTAA = texture2D(colortex7, texCoord).r;
if (depth < 0.56 || noTAA > 0.5) { // Fixes entities and hand
return;
}
vec3 coord = vec3(texCoord, depth);
vec2 prvCoord = Reprojection(coord);
vec2 view = vec2(viewWidth, viewHeight);
vec3 tempColor = texture2D(colortex2, prvCoord).gba;
if (tempColor == vec3(0.0)) { // Fixes the first frame
temp = vec4(temp.r, color);
return;
}
float edge = 0.0;
NeighbourhoodClamping(color, tempColor, depth, edge);
vec2 velocity = (texCoord - prvCoord.xy) * view;
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
prvCoord.y > 0.0 && prvCoord.y < 1.0);
#if AA == 2 || AA == 3
float blendMinimum = 0.3;
#elif AA == 4
float blendMinimum = 0.6;
#endif
float blendVariable = 0.25;
float blendConstant = 0.65;
float lengthVelocity = length(velocity) * 50;
blendFactor *= max(exp(-lengthVelocity) * blendVariable + blendConstant - lengthVelocity * edge, blendMinimum);
color = mix(color, tempColor, blendFactor);
temp = vec4(temp.r, color);
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
}