/* Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu */ //Common// #include "/lib/common.glsl" //Varyings// varying vec2 texCoord; varying vec3 sunVec, upVec; //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FSH //Uniforms// uniform int isEyeInWater; uniform float blindFactor; uniform float frameTimeCounter; uniform float rainStrengthS; uniform float screenBrightness; uniform float viewWidth, viewHeight, aspectRatio; uniform ivec2 eyeBrightnessSmooth; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D noisetex; uniform sampler2D depthtex1; #ifdef LENS_FLARE uniform vec3 sunPosition; uniform mat4 gbufferProjection; uniform int moonPhase; #define UNIFORM_moonPhase #endif #ifdef BLURRY_START uniform float starter; #endif #if MC_VERSION >= 11900 uniform float darknessFactor; #endif //Optifine Constants// #if AUTO_EXPOSURE > 0 const bool colortex0MipmapEnabled = true; #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); float pw = 1.0 / viewWidth; float ph = 1.0 / viewHeight; //Common Functions// float GetLuminance(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } void UnderwaterDistort(inout vec2 texCoord) { vec2 originalTexCoord = texCoord; float wind = frameTimeCounter * ANIMATION_SPEED; texCoord +=vec2(cos(texCoord.y * 32.0 + wind * 3.0), sin(texCoord.x * 32.0 + wind * 1.7)) * 0.001 * UNDERWATER_DISTORT; float mask = float(texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0); if (mask < 0.5) texCoord = originalTexCoord; } vec3 GetBloomTile(float lod, vec2 coord, vec2 offset, vec2 ditherAdd) { float scale = exp2(lod); vec2 bloomCoord = coord / scale + offset; bloomCoord += ditherAdd; bloomCoord = clamp(bloomCoord, offset, 1.0 / scale + offset); vec3 bloom = texture2D(colortex1, bloomCoord).rgb; bloom *= bloom; bloom *= bloom; return bloom * 256.0; } void Bloom(inout vec3 color, vec2 coord, float dither) { #ifndef ANAMORPHIC_BLOOM #if AA > 1 dither = fract(16.0 * frameTimeCounter + dither); #endif vec2 rescale = 1.0 / vec2(1920.0, 1080.0); vec2 ditherAdd = vec2(0.0); float ditherM = dither - 0.5; if (rescale.x > pw) ditherAdd.x += ditherM * pw; if (rescale.y > ph) ditherAdd.y += ditherM * ph; vec3 blur1 = GetBloomTile(2.0, coord, vec2(0.0 , 0.0 ), ditherAdd); vec3 blur2 = GetBloomTile(3.0, coord, vec2(0.0 , 0.26 ), ditherAdd); vec3 blur3 = GetBloomTile(4.0, coord, vec2(0.135 , 0.26 ), ditherAdd); vec3 blur4 = GetBloomTile(5.0, coord, vec2(0.2075 , 0.26 ), ditherAdd); vec3 blur5 = GetBloomTile(6.0, coord, vec2(0.135 , 0.3325), ditherAdd); vec3 blur6 = GetBloomTile(7.0, coord, vec2(0.160625 , 0.3325), ditherAdd); vec3 blur7 = GetBloomTile(8.0, coord, vec2(0.1784375, 0.3325), ditherAdd); vec3 blur = (blur1 + blur2 + blur3 + blur4 + blur5 + blur6 + blur7) * 0.14; #else vec3 blur = texture2D(colortex1, coord / 4.0).rgb; blur = clamp(blur, vec3(0.0), vec3(1.0)); blur *= blur; blur *= blur * 128.0; #endif #ifndef NETHER float bloomStrength = BLOOM_STRENGTH; if (isEyeInWater == 1) bloomStrength = UNDERWATER_BLOOM_STRENGTH; #else float bloomStrength = NETHER_BLOOM_STRENGTH; #endif bloomStrength *= 0.18; #ifdef BLURRY_START float animation = min(starter, 0.1) * 10.0; bloomStrength = mix(1.0, bloomStrength, animation); #endif #if MC_VERSION >= 11900 bloomStrength = mix(bloomStrength, 0.26, darknessFactor); #endif color = mix(color, blur, bloomStrength); } void AutoExposure(inout vec3 color, inout float exposure, float tempExposure) { float exposureLod = log2(viewWidth * 0.3); exposure = length(texture2DLod(colortex0, vec2(0.5), exposureLod).rgb); exposure = clamp(exposure, 0.0001, 10.0); #if AUTO_EXPOSURE == 1 color /= 2.5 * clamp(tempExposure, 0.001, 0.5) + 0.125; #else color /= 3 * tempExposure; #endif } void ColorGrading(inout vec3 color) { vec3 cgColor = pow(color.r, CG_RC) * pow(vec3(CG_RR, CG_RG, CG_RB) / 255.0, vec3(2.2)) + pow(color.g, CG_GC) * pow(vec3(CG_GR, CG_GG, CG_GB) / 255.0, vec3(2.2)) + pow(color.b, CG_BC) * pow(vec3(CG_BR, CG_BG, CG_BB) / 255.0, vec3(2.2)); vec3 cgMin = pow(vec3(CG_RM, CG_GM, CG_BM) / 255.0, vec3(2.2)); color = (cgColor * (1.0 - cgMin) + cgMin) * vec3(CG_RI, CG_GI, CG_BI); vec3 cgTint = pow(vec3(CG_TR, CG_TG, CG_TB) / 255.0, vec3(2.2)) * GetLuminance(color) * CG_TI; color = mix(color, cgTint, CG_TM); } void BSLTonemap(inout vec3 color) { color = TONEMAP_EXPOSURE * color; #ifdef TWO color *= 2.0 + vsBrightness; #endif color = color / pow(pow(color, vec3(TONEMAP_WHITE_CURVE)) + 1.0, vec3(1.0 / TONEMAP_WHITE_CURVE)); color = pow(color, mix(vec3(TONEMAP_LOWER_CURVE), vec3(TONEMAP_UPPER_CURVE), sqrt(color))); } void ColorSaturation(inout vec3 color) { float grayVibrance = (color.r + color.g + color.b) / 3.0; float graySaturation = grayVibrance; if (SATURATION < 1.00) graySaturation = dot(color, vec3(0.299, 0.587, 0.114)); float mn = min(color.r, min(color.g, color.b)); float mx = max(color.r, max(color.g, color.b)); float sat = (1.0 - (mx - mn)) * (1.0 - mx) * grayVibrance * 5.0; vec3 lightness = vec3((mn + mx) * 0.5); color = mix(color, mix(color, lightness, 1.0 - VIBRANCE), sat); color = mix(color, lightness, (1.0 - lightness) * (2.0 - VIBRANCE) / 2.0 * abs(VIBRANCE - 1.0)); color = color * SATURATION - graySaturation * (SATURATION - 1.0); } #ifdef LENS_FLARE vec2 GetLightPos() { vec4 tpos = gbufferProjection * vec4(sunPosition, 1.0); tpos.xyz /= tpos.w; return tpos.xy / tpos.z * 0.5; } #endif //Includes// #include "/lib/color/lightColor.glsl" #ifdef LENS_FLARE #include "/lib/post/lensFlare.glsl" #endif #ifdef BLOOM #include "/lib/util/dither.glsl" #endif //Program// void main() { vec2 newTexCoord = texCoord; if (isEyeInWater == 1) UnderwaterDistort(newTexCoord); vec2 filmGrainCoord = texCoord * vec2(viewWidth, viewHeight) / 512.0; vec3 filmGrain = texture2D(noisetex, filmGrainCoord).rgb; vec3 color = texture2D(colortex0, newTexCoord).rgb; #if AUTO_EXPOSURE > 0 float tempExposure = texture2D(colortex2, vec2(pw, ph)).r; #endif #ifdef LENS_FLARE float tempVisibleSun = texture2D(colortex2, vec2(3.0 * pw, ph)).r; #endif vec3 temporalColor = vec3(0.0); #if AA > 1 temporalColor = texture2D(colortex2, texCoord).gba; #endif #ifdef BLOOM float dither = Bayer64(gl_FragCoord.xy); Bloom(color, newTexCoord, dither); #endif #if AUTO_EXPOSURE > 0 float exposure = 1.0; AutoExposure(color, exposure, tempExposure); #endif #ifdef COLOR_GRADING ColorGrading(color); #endif BSLTonemap(color); #ifdef LENS_FLARE vec2 lightPos = GetLightPos(); float truePos = sign(sunVec.z); float visibleSun = float(texture2D(depthtex1, lightPos + 0.5).r >= 1.0); visibleSun *= max(1.0 - isEyeInWater, eBS) * (1.0 - blindFactor) * (1.0 - rainStrengthS); float multiplier = tempVisibleSun * LENS_FLARE_STRENGTH * 0.5 * float(!(moonPhase == 4 && sunVisibility < 0.5)); if (multiplier > 0.001) LensFlare(color, lightPos, truePos, multiplier); #endif float temporalData = 0.0; #if AUTO_EXPOSURE > 0 if (texCoord.x < 2.0 * pw && texCoord.y < 2.0 * ph) temporalData = mix(tempExposure, sqrt(exposure), 0.016); #endif #ifdef LENS_FLARE if (texCoord.x > 2.0 * pw && texCoord.x < 4.0 * pw && texCoord.y < 2.0 * ph) temporalData = mix(tempVisibleSun, visibleSun, 0.1); #endif #if VIGNETTE == 1 float vignette = 1.0 - length(texCoord.xy - 0.5) * (1.0 - GetLuminance(color)); vignette = pow(vignette, VIGNETTE_STRENGTH); color *= vignette; #elif VIGNETTE == 2 float vignette = length(texCoord.xy - 0.5); vignette = pow(vignette, 4.0 / VIGNETTE_STRENGTH); color = mix(color, vec3(1.4), vignette); #endif color = pow(color, vec3(1.0 / 2.2)); ColorSaturation(color); color += (filmGrain - 0.25) / 128.0; /*DRAWBUFFERS:12*/ gl_FragData[0] = vec4(color, 1.0); gl_FragData[1] = vec4(temporalData, temporalColor); } #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_MultiTexCoord0.xy; gl_Position = ftransform(); 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); } #endif