/* Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu */ //Common// #include "/lib/common.glsl" //Varyings// varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec; varying vec4 color; //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FSH //Uniforms// uniform int frameCounter; uniform int isEyeInWater; #ifdef DYNAMIC_SHADER_LIGHT uniform int heldItemId, heldItemId2; uniform int heldBlockLightValue; uniform int heldBlockLightValue2; #endif uniform float frameTimeCounter; uniform float nightVision; uniform float rainStrengthS; uniform float screenBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform vec3 fogColor; uniform vec3 cameraPosition; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; #if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT uniform sampler2D noisetex; #endif #ifdef COLORED_LIGHT uniform sampler2D colortex9; #endif #if MC_VERSION >= 11700 uniform int renderStage; #endif #if MC_VERSION >= 11900 uniform float darknessLightFactor; #endif //Common Variables// float eBS = eyeBrightnessSmooth.y / 240.0; float sunVisibility = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0; float vsBrightness = clamp(screenBrightness, 0.0, 1.0); #if WORLD_TIME_ANIMATION >= 2 float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif #ifdef OVERWORLD vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); #else vec3 lightVec = sunVec; #endif //Common Functions// float GetLuminance(vec3 color) { return dot(color,vec3(0.299, 0.587, 0.114)); } //Includes// #include "/lib/color/blocklightColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/util/spaceConversion.glsl" #if defined WATER_CAUSTICS && defined OVERWORLD #include "/lib/color/waterColor.glsl" #endif #include "/lib/lighting/forwardLighting.glsl" #if SELECTION_MODE == 1 #include "/lib/color/selectionColor.glsl" #endif #if AA == 2 || AA == 3 #include "/lib/util/jitter.glsl" #endif #if AA == 4 #include "/lib/util/jitter2.glsl" #endif //Program// void main() { vec4 albedo = color; float skymapMod = 0.0; #ifndef COMPATIBILITY_MODE float albedocheck = albedo.a; #else float albedocheck = 1.0; #endif if (albedocheck > 0.00001) { vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0)); vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z); #if AA > 1 vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z)); #else vec3 viewPos = ScreenToView(screenPos); #endif vec3 worldPos = ViewToWorld(viewPos); float lViewPos = length(viewPos.xyz); albedo.rgb = pow(albedo.rgb, vec3(2.2)); albedo.a = albedo.a * 0.5 + 0.5; #ifdef WHITE_WORLD if (albedo.a > 0.9) albedo.rgb = vec3(0.5); #endif float NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0); float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0); quarterNdotU*= quarterNdotU; vec3 shadow = vec3(0.0); vec3 lightAlbedo = vec3(0.0); GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, lViewPos, worldPos, lightmap, 1.0, NdotL, quarterNdotU, 1.0, 0.0, 0.0, 0.0, 1.0); #if MC_VERSION >= 11700 if (renderStage == 14) { #else if (albedo.rgb == vec3(0.0) && albedo.a > 0.5) { #endif albedo.a = 1.0; #if SELECTION_MODE == 1 // Select Color albedo.rgb = selectionCol; #endif #if SELECTION_MODE == 2 // Versatile albedo.a = 0.1; skymapMod = 0.995; #endif #if SELECTION_MODE == 4 // Rainbow float posFactor = worldPos.x + worldPos.y + worldPos.z + cameraPosition.x + cameraPosition.y + cameraPosition.z; albedo.rgb = clamp(abs(mod(fract(frameTimeCounter*0.25 + posFactor*0.1) * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0)-1.0, 0.0, 1.0); albedo.rgb = pow(albedo.rgb, vec3(2.2)) * SELECTION_I * SELECTION_I * 0.5; #endif #if SELECTION_MODE == 3 // Disabled albedo.a = 0.0; discard; #endif } } else discard; #ifdef GBUFFER_CODING albedo.rgb = vec3(85.0, 255.0, 85.0) / 255.0; albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5; #endif /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; #if (defined ADV_MAT && defined REFLECTION_SPECULAR) || SELECTION_MODE == 2 /* DRAWBUFFERS:0361 */ gl_FragData[1] = vec4(0.0, 0.0, skymapMod, 1.0); gl_FragData[2] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0); gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH //Uniforms// uniform float frameTimeCounter; uniform float viewWidth, viewHeight; uniform vec3 cameraPosition; uniform mat4 gbufferModelView, gbufferModelViewInverse; #if AA > 1 uniform int frameCounter; #endif #if MC_VERSION >= 11700 uniform int renderStage; #endif //Attributes// attribute vec4 mc_Entity; attribute vec4 mc_midTexCoord; //Common Variables// #if WORLD_TIME_ANIMATION >= 2 float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif #ifdef OVERWORLD float timeAngleM = timeAngle; #else #if !defined SEVEN && !defined SEVEN_2 float timeAngleM = 0.25; #else float timeAngleM = 0.5; #endif #endif //Includes// #if AA == 2 || AA == 3 #include "/lib/util/jitter.glsl" #endif #if AA == 4 #include "/lib/util/jitter2.glsl" #endif #ifdef WORLD_CURVATURE #include "/lib/vertex/worldCurvature.glsl" #endif //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; lmCoord = clamp((lmCoord - 0.03125) * 1.06667, 0.0, 1.0); normal = normalize(gl_NormalMatrix * gl_Normal); color = gl_Color; const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994)); float ang = fract(timeAngleM - 0.25); ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959; sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz); upVec = normalize(gbufferModelView[1].xyz); #ifndef GBUFFERS_LINE #ifdef WORLD_CURVATURE vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; position.y -= WorldCurvature(position.xz); gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #else gl_Position = ftransform(); #endif #else float lineWidth = 2.0; vec2 screenSize = vec2(viewWidth, viewHeight); const mat4 VIEW_SCALE = mat4(mat3(1.0 - (1.0 / 256.0))); vec4 linePosStart = projectionMatrix * VIEW_SCALE * modelViewMatrix * vec4(vaPosition, 1.0); vec4 linePosEnd = projectionMatrix * VIEW_SCALE * modelViewMatrix * (vec4(vaPosition + vaNormal, 1.0)); vec3 ndc1 = linePosStart.xyz / linePosStart.w; vec3 ndc2 = linePosEnd.xyz / linePosEnd.w; vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * screenSize); vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * lineWidth / screenSize; if (lineOffset.x < 0.0) lineOffset *= -1.0; if (gl_VertexID % 2 == 0) gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); else gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); #endif #if AA > 1 gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif