422 lines
11 KiB
GLSL
422 lines
11 KiB
GLSL
/*
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Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
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*/
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//Common//
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#include "/lib/common.glsl"
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//Varyings//
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varying vec2 texCoord, lmCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec;
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varying vec4 color;
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#ifdef ADV_MAT
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#if defined PARALLAX || defined SELF_SHADOW
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varying float dist;
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varying vec3 viewVector;
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#endif
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#if !defined COMPBR || defined NORMAL_MAPPING
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varying vec4 vTexCoord;
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varying vec4 vTexCoordAM;
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#endif
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#ifdef NORMAL_MAPPING
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varying vec3 binormal, tangent;
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#endif
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FSH
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//Uniforms//
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uniform int frameCounter;
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uniform int heldItemId, heldItemId2;
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uniform int isEyeInWater;
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uniform int moonPhase;
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#define UNIFORM_moonPhase
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uniform float frameTimeCounter;
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uniform float nightVision;
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uniform float rainStrengthS;
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uniform float screenBrightness;
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uniform float viewWidth, viewHeight;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec3 fogColor;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowProjection;
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uniform mat4 shadowModelView;
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uniform sampler2D texture;
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#ifdef DYNAMIC_SHADER_LIGHT
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uniform int heldBlockLightValue;
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uniform int heldBlockLightValue2;
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#endif
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#if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT
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uniform sampler2D noisetex;
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#endif
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#if defined ADV_MAT && !defined COMPBR
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uniform sampler2D specular;
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uniform sampler2D normals;
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#endif
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#ifdef COLORED_LIGHT
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uniform sampler2D colortex9;
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#endif
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#if MC_VERSION >= 11900
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uniform float darknessLightFactor;
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#endif
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//Common Variables//
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
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float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
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#if WORLD_TIME_ANIMATION >= 2
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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#if defined ADV_MAT && RP_SUPPORT > 2
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vec2 dcdx = dFdx(texCoord.xy);
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vec2 dcdy = dFdy(texCoord.xy);
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#endif
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#ifdef OVERWORLD
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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#else
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vec3 lightVec = sunVec;
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#endif
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//Common Functions//
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float GetLuminance(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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//Includes//
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#include "/lib/color/blocklightColor.glsl"
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#include "/lib/color/dimensionColor.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#ifdef WATER_CAUSTICS
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#ifdef OVERWORLD
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#include "/lib/color/waterColor.glsl"
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#endif
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#endif
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#include "/lib/lighting/forwardLighting.glsl"
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#ifdef ADV_MAT
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#include "/lib/util/encode.glsl"
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#include "/lib/lighting/ggx.glsl"
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#ifndef COMPBR
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#include "/lib/surface/materialGbuffers.glsl"
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#endif
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#if defined PARALLAX || defined SELF_SHADOW
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#include "/lib/surface/parallax.glsl"
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#endif
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#endif
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//Program//
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void main() {
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vec4 albedoP = texture2D(texture, texCoord);
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vec4 albedo = albedoP * color;
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vec3 newNormal = normal;
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float skymapMod = 0.0;
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#ifdef ADV_MAT
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float smoothness = 0.0, metalData = 0.0, metalness = 0.0, f0 = 0.0;
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vec3 rawAlbedo = vec3(0.0);
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vec4 normalMap = vec4(0.0, 0.0, 1.0, 1.0);
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#if !defined COMPBR || defined NORMAL_MAPPING
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vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
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#endif
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#if defined PARALLAX || defined SELF_SHADOW
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float skipParallax = float(heldItemId == 358 || heldItemId2 == 358);
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#ifdef COMPATIBILITY_MODE
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skipParallax += float(heldItemId > 2000 || heldItemId2 > 2000);
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#endif
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float parallaxDepth = 1.0;
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#endif
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#ifdef PARALLAX
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if (skipParallax < 0.5) {
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GetParallaxCoord(0.0, newCoord, parallaxDepth);
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albedo = textureGrad(texture, newCoord, dcdx, dcdy) * color;
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}
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#endif
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#endif
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#ifndef COMPATIBILITY_MODE
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float albedocheck = albedo.a;
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#else
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float albedocheck = 1.0; //needed for "Joy of Painting" mod support + more
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#endif
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if (albedocheck > 0.00001) {
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if (albedo.a > 0.99) albedo.a = 1.0;
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vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
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float emissive = 0.0;
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z + 0.38);
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vec3 viewPos = ScreenToView(screenPos);
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vec3 worldPos = ViewToWorld(viewPos);
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float materialAO = 1.0;
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#ifdef ADV_MAT
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#ifndef COMPBR
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GetMaterials(smoothness, metalness, f0, metalData, emissive, materialAO, normalMap, newCoord, dcdx, dcdy);
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#endif
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#ifdef NORMAL_MAPPING
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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if (normalMap.x > -0.999 && normalMap.y > -0.999)
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newNormal = clamp(normalize(normalMap.xyz * tbnMatrix), vec3(-1.0), vec3(1.0));
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#endif
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#endif
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albedo.rgb = pow(albedo.rgb, vec3(2.2));
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#ifdef WHITE_WORLD
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albedo.rgb = vec3(0.5);
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#endif
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float NdotL = clamp(dot(newNormal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
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float quarterNdotU = clamp(0.25 * dot(newNormal, upVec) + 0.75, 0.5, 1.0);
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quarterNdotU*= quarterNdotU;
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float parallaxShadow = 1.0;
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#ifdef ADV_MAT
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rawAlbedo = albedo.rgb * 0.999 + 0.001;
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#ifdef REFLECTION_SPECULAR
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#ifdef COMPBR
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if (metalness > 0.80) {
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albedo.rgb *= (1.0 - metalness*0.65);
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}
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#else
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albedo.rgb *= (1.0 - metalness*0.65);
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#endif
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#endif
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float doParallax = 0.0;
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#ifdef SELF_SHADOW
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#ifdef OVERWORLD
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doParallax = float(lightmap.y > 0.0 && NdotL > 0.0 && skipParallax < 0.5);
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#endif
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#ifdef END
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doParallax = float(NdotL > 0.0 && skipParallax < 0.5);
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#endif
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if (doParallax > 0.5) {
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parallaxShadow = GetParallaxShadow(0.0, newCoord, lightVec, tbnMatrix, parallaxDepth, normalMap.a);
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NdotL *= parallaxShadow;
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}
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#endif
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#endif
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vec3 shadow = vec3(0.0);
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vec3 lightAlbedo = vec3(0.0);
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GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, 0.0, worldPos, lightmap, 1.0, NdotL, quarterNdotU,
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parallaxShadow, emissive, 0.0, 0.0, materialAO);
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#ifdef ADV_MAT
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#if defined OVERWORLD || defined END
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#ifdef OVERWORLD
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vec3 lightME = mix(lightMorning, lightEvening, mefade);
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vec3 lightDayTint = lightDay * lightME * LIGHT_DI;
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vec3 lightDaySpec = mix(lightME, sqrt(lightDayTint), timeBrightness);
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vec3 specularColor = mix(sqrt(lightNight*0.3),
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lightDaySpec,
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sunVisibility);
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#ifdef WATER_CAUSTICS
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if (isEyeInWater == 1) specularColor *= underwaterColor.rgb * 8.0;
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#endif
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specularColor *= specularColor;
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#ifdef SPECULAR_SKY_REF
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float skymapModM = lmCoord.y;
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#if SKY_REF_FIX_1 == 1
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skymapModM = skymapModM * skymapModM;
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#elif SKY_REF_FIX_1 == 2
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skymapModM = max(skymapModM - 0.80, 0.0) * 5.0;
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#else
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skymapModM = max(skymapModM - 0.99, 0.0) * 100.0;
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#endif
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if (!(metalness <= 0.004 && metalness > 0.0)) skymapMod = max(skymapMod, skymapModM * 0.1);
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#endif
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#endif
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#ifdef END
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vec3 specularColor = endCol;
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#endif
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#ifdef SPECULAR_SKY_REF
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vec3 specularHighlight = GetSpecularHighlight(smoothness, metalness, f0, specularColor, rawAlbedo,
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shadow, newNormal, viewPos);
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#if defined ADV_MAT && defined NORMAL_MAPPING && defined SELF_SHADOW
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specularHighlight *= parallaxShadow;
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#endif
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#ifdef LIGHT_LEAK_FIX
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if (isEyeInWater == 0) specularHighlight *= pow(lightmap.y, 2.5);
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else specularHighlight *= 0.15 + 0.85 * pow(lightmap.y, 2.5);
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#endif
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albedo.rgb += specularHighlight;
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#endif
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#endif
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#if defined COMPBR && defined REFLECTION_SPECULAR
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smoothness *= 0.5;
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#endif
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#endif
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#ifdef GBUFFER_CODING
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albedo.rgb = vec3(0.0, 170.0, 0.0) / 255.0;
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.2;
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#endif
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} else discard;
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#if defined ADV_MAT && defined REFLECTION_SPECULAR
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/* DRAWBUFFERS:0361 */
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gl_FragData[1] = vec4(smoothness, metalData, skymapMod, 1.0);
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gl_FragData[2] = vec4(EncodeNormal(newNormal), 0.0, 1.0);
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gl_FragData[3] = vec4(rawAlbedo, 1.0);
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#endif
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VSH
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//Uniforms//
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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//Attributes//
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attribute vec4 mc_Entity;
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#ifdef ADV_MAT
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attribute vec4 mc_midTexCoord;
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attribute vec4 at_tangent;
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#endif
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//Common Variables//
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#if WORLD_TIME_ANIMATION >= 2
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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#ifdef OVERWORLD
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float timeAngleM = timeAngle;
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#else
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#if !defined SEVEN && !defined SEVEN_2
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float timeAngleM = 0.25;
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#else
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float timeAngleM = 0.5;
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#endif
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#endif
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//Includes//
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#ifdef WORLD_CURVATURE
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#include "/lib/vertex/worldCurvature.glsl"
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#endif
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//Program//
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void main() {
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lmCoord = clamp(lmCoord, vec2(0.0), vec2(1.0));
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lmCoord.x -= max(lmCoord.x - 0.825, 0.0) * 0.75;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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#ifdef ADV_MAT
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#if defined NORMAL_MAPPING
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binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
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tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
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#if defined PARALLAX || defined SELF_SHADOW
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
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dist = length(gl_ModelViewMatrix * gl_Vertex);
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#endif
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#endif
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vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texMinMidCoord = texCoord - midCoord;
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#if !defined COMPBR || defined NORMAL_MAPPING
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vTexCoordAM.pq = abs(texMinMidCoord) * 2;
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vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
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vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
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#endif
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#endif
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color = gl_Color;
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngleM - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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#ifdef WORLD_CURVATURE
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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if (gl_ProjectionMatrix[2][2] < -0.5) position.y -= WorldCurvature(position.xz);
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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#endif
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if (HAND_SWAY > 0.001) {
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gl_Position.x += HAND_SWAY * (sin(frametime * 0.86)) / 256.0;
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gl_Position.y += HAND_SWAY * (cos(frametime * 1.5)) / 64.0;
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}
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#if DOF == 1
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//gl_Position.x += pow2(1.0 - (gl_Position.x + 1.0) * 0.5);
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#endif
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#ifdef OVERDRAW
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gl_Position.xy *= 0.6666666666666;
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#endif
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}
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#endif |