/* Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu */ //Common// #include "/lib/common.glsl" //Varyings// varying vec2 texCoord, lmCoord; varying vec3 upVec, sunVec; varying vec4 color; //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FSH //Uniforms// uniform int isEyeInWater; uniform float nightVision; uniform float rainStrengthS; uniform float screenBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform mat4 gbufferProjectionInverse; uniform sampler2D texture; #ifdef DYNAMIC_SHADER_LIGHT uniform int heldItemId, heldItemId2; uniform int heldBlockLightValue; uniform int heldBlockLightValue2; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; #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); //Includes// #include "/lib/color/lightColor.glsl" #include "/lib/color/blocklightColor.glsl" #ifdef DYNAMIC_SHADER_LIGHT #include "/lib/util/spaceConversion.glsl" #if AA == 2 || AA == 3 #include "/lib/util/jitter.glsl" #endif #if AA == 4 #include "/lib/util/jitter2.glsl" #endif #endif //Program// void main() { vec4 albedo = texture2D(texture, texCoord.xy); vec2 lightmap = lmCoord; #ifdef OVERLAY_FIX if (color.r + color.g + color.b > 2.99999) { #endif if (albedo.a > 0.0) { #ifdef DYNAMIC_SHADER_LIGHT 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); float handLight = min(float(heldBlockLightValue2 + heldBlockLightValue), 15.0) / 15.0; float handLightFactor = 1.0 - min(DYNAMIC_LIGHT_DISTANCE * handLight, lViewPos) / (DYNAMIC_LIGHT_DISTANCE * handLight); float finalHandLight = handLight * handLightFactor; lightmap.x = max(finalHandLight * 0.95, lightmap.x); #endif #ifndef COMPATIBILITY_MODE if (albedo.r <= 0.75) { // Rain albedo.a *= 0.15; albedo.rgb = sqrt(albedo.rgb); albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 0.75; } else { // Snow albedo.a *= 0.15; albedo.rgb = sqrt(albedo.rgb); albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 2.0; } #else albedo.a *= 0.15; albedo.rgb = sqrt(albedo.rgb); albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 0.75; #endif } #ifdef GBUFFER_CODING albedo.rgb = vec3(85.0, 85.0, 85.0) / 255.0; albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5; #endif #ifdef OVERLAY_FIX } else { albedo.rgb = pow(color.rgb, vec3(2.2)) * 2.0; albedo.rgb *= 0.25 + lightmap.x + lightmap.y * (1.0 + sunVisibility); if (texCoord.x == 0.0) albedo.a = pow2(color.a * color.a); } #endif /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH //Uniforms// uniform mat4 gbufferModelView; //Common Variables// #ifdef OVERWORLD float timeAngleM = timeAngle; #else #if !defined SEVEN && !defined SEVEN_2 float timeAngleM = 0.25; #else float timeAngleM = 0.5; #endif #endif //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; lmCoord = clamp(lmCoord * 2.0 - 1.0, 0.0, 1.0); 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); gl_Position = ftransform(); color = gl_Color; } #endif