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

139 lines
2.8 KiB
GLSL

//Common//
#include "/lib/common.glsl"
//Varyings//
#ifdef AO
varying vec2 texCoord;
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
#ifdef AO
uniform float far, near;
uniform float frameTimeCounter;
uniform float viewWidth, viewHeight, aspectRatio;
uniform mat4 gbufferProjection;
uniform sampler2D depthtex0;
#endif
//Common Functions//
#ifdef AO
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
vec2 OffsetDist(float x, int s) {
float n = fract(x * 1.414) * 3.1415;
return vec2(cos(n), sin(n)) * x / s;
}
float AmbientOcclusion(sampler2D depth, vec2 coord, float dither) {
float ao = 0.0;
#if AO_QUALITY == 1
#if AA > 1
int samples = 12;
#else
int samples = 4;
#endif
#endif
#if AO_QUALITY == 2
int samples = 4;
#endif
#if AO_QUALITY == 3
int samples = 12;
#endif
#if AO_QUALITY == 1 && AA > 1
coord *= 2.0;
coord += 0.5 / vec2(viewWidth, viewHeight);
if (coord.x < 0.0 || coord.x > 1.0 || coord.y < 0.0 || coord.y > 1.0) return 1.0;
#endif
#if AA > 1
dither = fract(frameTimeCounter * 4.0 + dither);
#endif
float d = texture2D(depth, coord).r;
if(d >= 1.0) return 1.0;
float hand = float(d < 0.56);
d = GetLinearDepth(d);
float sampleDepth = 0.0, angle = 0.0, dist = 0.0;
float fovScale = gbufferProjection[1][1] / 1.37;
float distScale = max((far - near) * d + near, 6.0);
vec2 scale = vec2(0.175, 0.35) * vec2(1.0 / aspectRatio, 1.0) * fovScale / distScale;
for(int i = 1; i <= samples; i++) {
vec2 offset = OffsetDist(i + dither, samples) * scale;
sampleDepth = GetLinearDepth(texture2D(depth, coord + offset).r);
float aosample = (far - near) * (d - sampleDepth) * 2.0;
if (hand > 0.5) aosample *= 1024.0;
angle = clamp(0.5 - aosample, 0.0, 1.0);
dist = clamp(0.5 * aosample - 1.0, 0.0, 1.0);
sampleDepth = GetLinearDepth(texture2D(depth, coord - offset).r);
aosample = (far - near) * (d - sampleDepth) * 2.0;
if (hand > 0.5) aosample *= 1024.0;
angle += clamp(0.5 - aosample, 0.0, 1.0);
dist += clamp(0.5 * aosample - 1.0, 0.0, 1.0);
ao += clamp(angle + dist, 0.0, 1.0);
}
ao /= samples;
return ao;
}
#endif
//Includes//
#ifdef AO
#include "/lib/util/dither.glsl"
#endif
//Program//
void main() {
#ifdef AO
float ao = AmbientOcclusion(depthtex0, texCoord, Bayer64(gl_FragCoord.xy));
#else
float ao = 1.0;
#endif
/* DRAWBUFFERS:4 */
gl_FragData[0] = vec4(ao, 0.0, 0.0, 1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
#ifdef AO
uniform mat4 gbufferModelView;
#endif
//Common Variables//
//Program//
void main() {
#ifdef AO
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
#else
gl_Position = vec4(0.0);
#endif
}
#endif