/* 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 #ifndef NO_PARTICLES //Uniforms// uniform int frameCounter; uniform int isEyeInWater; #ifdef DYNAMIC_SHADER_LIGHT uniform int heldItemId, heldItemId2; uniform int heldBlockLightValue; uniform int heldBlockLightValue2; #endif uniform float isEyeInCave; uniform float blindFactor; uniform float far; uniform float frameTimeCounter; uniform float nightVision; uniform float rainStrengthS; uniform float screenBrightness; uniform float viewWidth, viewHeight; uniform float eyeAltitude; uniform ivec2 eyeBrightnessSmooth; uniform ivec2 atlasSize; uniform vec3 skyColor; uniform vec3 fogColor; uniform vec3 cameraPosition; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; uniform sampler2D texture; #if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT || defined END || (defined NETHER && defined NETHER_SMOKE) uniform sampler2D noisetex; #endif #if !defined COMPATIBILITY_MODE && MC_VERSION >= 11700 uniform ivec4 blendFunc; #endif #ifdef COLORED_LIGHT uniform sampler2D colortex9; #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/skyColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/color/waterColor.glsl" #include "/lib/lighting/forwardLighting.glsl" #if MC_VERSION >= 11500 #ifdef OVERWORLD #include "/lib/atmospherics/sky.glsl" #endif #if (defined END && defined ENDER_NEBULA) || (defined NETHER && defined NETHER_SMOKE) #include "/lib/atmospherics/skyboxEffects.glsl" #include "/lib/util/dither.glsl" #endif #include "/lib/atmospherics/fog.glsl" #endif #endif //Program// void main() { vec4 albedo = vec4(0.0); vec3 vlAlbedo = vec3(1.0); #ifndef SEVEN float textured = 1.0; #else float textured = 0.0; #endif #ifndef NO_PARTICLES vec4 albedoP = texture2D(texture, texCoord); albedo = albedoP * color; float skymapMod = 0.0; if (albedo.a > 0.0) { vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0)); vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z); vec3 viewPos = ScreenToView(screenPos); vec3 worldPos = ViewToWorld(viewPos); vec3 nViewPos = normalize(viewPos.xyz); float NdotU = dot(nViewPos, upVec); float lViewPos = length(viewPos); #ifdef SEVEN textured = float(lViewPos < 10.0); // Fixes the Twilight Forest skybox messing with TAA #endif float emissive = 0.0; #ifdef COMPBR if (atlasSize.x < 900.0) { // We don't want to detect particles from the block atlas float lAlbedo = length(albedo.rgb); vec3 gamePos = worldPos + cameraPosition; if (albedo.b > 1.15 * (albedo.r + albedo.g) && albedo.g > albedo.r * 1.25 && albedo.g < 0.425 && albedo.b > 0.75) // Water Particle albedo.rgb = waterColorSqrt.rgb * 1.1 * lAlbedo; else if (albedo.r == albedo.g && albedo.r - 0.5 * albedo.b < 0.06) { // Underwater Particle if (isEyeInWater == 1) { albedo.rgb = waterColorSqrt.rgb * 1.1 * lAlbedo; if (fract(gamePos.r + gamePos.g + gamePos.b) > 0.2) discard; } } else if (color.a < 0.99 && lAlbedo < 1.0) // Campfire Smoke, World Border albedo.a *= 0.2, textured = 0.0; else if (max(abs(albedoP.r - albedoP.b), abs(albedoP.b - albedoP.g)) < 0.001) { // Grayscale Particles if (lAlbedo > 0.5 && color.g < 0.5 && color.b > color.r * 1.1 && color.r > 0.3) // Ender Particle, Crying Obsidian Drop emissive = max(pow(albedo.r, 5.0), 0.1); if (lAlbedo > 0.5 && color.g < 0.5 && color.r > (color.g + color.b) * 3.0) // Redstone Particle lightmap = vec2(0.0), emissive = max(pow(albedo.r, 5.0), 0.1); } //albedo.rgb = vec3(1.0, 0.0, 1.0); } #endif #if !defined COMPATIBILITY_MODE && MC_VERSION >= 11700 if (blendFunc == ivec4(770, 1, 1, 0)) { // World Border albedo.a = albedoP.a * color.a * 0.2; lightmap = vec2(1.0); } #endif #ifdef EXTRA_PARTICLE_EMISSION if (atlasSize.x < 900.0) { if (color.r + color.g + color.b < 2.99) { emissive = 1.0; } } #endif albedo.rgb = pow(albedo.rgb, vec3(2.2)); #ifdef WHITE_WORLD albedo.rgb = vec3(0.5); #endif float NdotL = 1.0; 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, 1.0, 1.0, emissive, 0.0, 0.0, 1.0); #ifndef COMPATIBILITY_MODE albedo.rgb *= 2.0; #endif #ifdef PARTICLE_VISIBILITY if (lViewPos < 2.0) albedo.a *= smoothstep(0.7, 2.0, lViewPos) + 0.0002; #endif #if MC_VERSION >= 11500 vlAlbedo = mix(vec3(1.0), albedo.rgb, sqrt1(albedo.a)) * (1.0 - pow(albedo.a, 64.0)); if (atlasSize.x > 5.0) { // No Fog On Journey Map Waypoints vec3 extra = vec3(0.0); #if defined NETHER && defined NETHER_SMOKE float dither = Bayer64(gl_FragCoord.xy); extra = DrawNetherSmoke(viewPos.xyz, dither, pow((netherCol * 2.5) / NETHER_I, vec3(2.2)) * 4); #endif #if defined END && defined ENDER_NEBULA float dither = Bayer64(gl_FragCoord.xy); vec3 nebulaStars = vec3(0.0); vec3 enderNebula = DrawEnderNebula(viewPos.xyz, dither, endCol, nebulaStars); enderNebula = pow(enderNebula, vec3(1.0 / 2.2)); enderNebula *= pow(enderNebula, vec3(2.2)); extra = enderNebula; #endif albedo.rgb = startFog(albedo.rgb, nViewPos, lViewPos, worldPos, extra, NdotU); } #endif } else discard; #endif #if defined TWO && !defined PARTICLE_VISIBILITY albedo.a = 1.0; #endif #ifdef GBUFFER_CODING albedo.rgb = vec3(255.0, 170.0, 0.0) / 255.0; albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.2; #endif /* DRAWBUFFERS:017 */ gl_FragData[0] = albedo; gl_FragData[1] = vec4(vlAlbedo, 1.0); gl_FragData[2] = vec4(textured, 1.0, 1.0, 1.0); #if defined ADV_MAT && defined REFLECTION_SPECULAR && MC_VERSION < 11500 /* DRAWBUFFERS:01736 */ gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0); gl_FragData[4] = vec4(0.0, 0.0, 0.0, 1.0); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH #ifndef NO_PARTICLES //Uniforms// uniform float frameTimeCounter; uniform vec3 cameraPosition; uniform mat4 gbufferModelView, gbufferModelViewInverse; //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 //Common Functions// //Includes// #ifdef WORLD_CURVATURE #include "/lib/vertex/worldCurvature.glsl" #endif #endif //Program// void main() { #ifndef NO_PARTICLES 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); #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 #ifdef COMPBR if (mc_Entity.x == 12101) // Tripwire lmCoord.x *= 0.9; #endif #ifdef FLICKERING_FIX gl_Position.z -= 0.000002; #endif #else gl_Position = vec4(0.0); #endif } #endif