Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/composite2.glsl
2025-08-23 05:20:14 +02:00

95 lines
2.2 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying vec2 texCoord;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//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 * (3.5 + dither);
for(int i = 0; i < 9; i++, coord += velocity) {
vec2 coordb = clamp(coord, doublePixel, 1.0 - doublePixel);
mblur += texture2DLod(colortex0, coordb, 0).rgb;
mbwg += 1.0;
}
mblur /= mbwg;
return mblur;
}
else return color;
}
//Includes//
#include "/lib/util/dither.glsl"
//Program//
void main() {
vec3 color = texture2D(colortex0,texCoord).rgb;
#ifdef MOTION_BLUR
float z = texture2D(depthtex1, texCoord.st).x;
float dither = Bayer64(gl_FragCoord.xy);
color = MotionBlur(color, z, dither);
#endif
/*DRAWBUFFERS:0*/
gl_FragData[0] = vec4(color,1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
#endif