Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/gbuffers_hand.glsl
2025-09-13 16:11:10 +02:00

422 lines
11 KiB
GLSL

/*
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;
#ifdef ADV_MAT
#if defined PARALLAX || defined SELF_SHADOW
varying float dist;
varying vec3 viewVector;
#endif
#if !defined COMPBR || defined NORMAL_MAPPING
varying vec4 vTexCoord;
varying vec4 vTexCoordAM;
#endif
#ifdef NORMAL_MAPPING
varying vec3 binormal, tangent;
#endif
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform int frameCounter;
uniform int heldItemId, heldItemId2;
uniform int isEyeInWater;
uniform int moonPhase;
#define UNIFORM_moonPhase
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;
uniform sampler2D texture;
#ifdef DYNAMIC_SHADER_LIGHT
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif
#if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT
uniform sampler2D noisetex;
#endif
#if defined ADV_MAT && !defined COMPBR
uniform sampler2D specular;
uniform sampler2D normals;
#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
#if defined ADV_MAT && RP_SUPPORT > 2
vec2 dcdx = dFdx(texCoord.xy);
vec2 dcdy = dFdy(texCoord.xy);
#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"
#ifdef WATER_CAUSTICS
#ifdef OVERWORLD
#include "/lib/color/waterColor.glsl"
#endif
#endif
#include "/lib/lighting/forwardLighting.glsl"
#ifdef ADV_MAT
#include "/lib/util/encode.glsl"
#include "/lib/lighting/ggx.glsl"
#ifndef COMPBR
#include "/lib/surface/materialGbuffers.glsl"
#endif
#if defined PARALLAX || defined SELF_SHADOW
#include "/lib/surface/parallax.glsl"
#endif
#endif
//Program//
void main() {
vec4 albedoP = texture2D(texture, texCoord);
vec4 albedo = albedoP * color;
vec3 newNormal = normal;
float skymapMod = 0.0;
#ifdef ADV_MAT
float smoothness = 0.0, metalData = 0.0, metalness = 0.0, f0 = 0.0;
vec3 rawAlbedo = vec3(0.0);
vec4 normalMap = vec4(0.0, 0.0, 1.0, 1.0);
#if !defined COMPBR || defined NORMAL_MAPPING
vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
#endif
#if defined PARALLAX || defined SELF_SHADOW
float skipParallax = float(heldItemId == 358 || heldItemId2 == 358);
#ifdef COMPATIBILITY_MODE
skipParallax += float(heldItemId > 2000 || heldItemId2 > 2000);
#endif
float parallaxDepth = 1.0;
#endif
#ifdef PARALLAX
if (skipParallax < 0.5) {
GetParallaxCoord(0.0, newCoord, parallaxDepth);
albedo = textureGrad(texture, newCoord, dcdx, dcdy) * color;
}
#endif
#endif
#ifndef COMPATIBILITY_MODE
float albedocheck = albedo.a;
#else
float albedocheck = 1.0; //needed for "Joy of Painting" mod support + more
#endif
if (albedocheck > 0.00001) {
if (albedo.a > 0.99) albedo.a = 1.0;
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
float emissive = 0.0;
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z + 0.38);
vec3 viewPos = ScreenToView(screenPos);
vec3 worldPos = ViewToWorld(viewPos);
float materialAO = 1.0;
#ifdef ADV_MAT
#ifndef COMPBR
GetMaterials(smoothness, metalness, f0, metalData, emissive, materialAO, normalMap, newCoord, dcdx, dcdy);
#endif
#ifdef NORMAL_MAPPING
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
if (normalMap.x > -0.999 && normalMap.y > -0.999)
newNormal = clamp(normalize(normalMap.xyz * tbnMatrix), vec3(-1.0), vec3(1.0));
#endif
#endif
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.5);
#endif
float NdotL = clamp(dot(newNormal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
float quarterNdotU = clamp(0.25 * dot(newNormal, upVec) + 0.75, 0.5, 1.0);
quarterNdotU*= quarterNdotU;
float parallaxShadow = 1.0;
#ifdef ADV_MAT
rawAlbedo = albedo.rgb * 0.999 + 0.001;
#ifdef REFLECTION_SPECULAR
#ifdef COMPBR
if (metalness > 0.80) {
albedo.rgb *= (1.0 - metalness*0.65);
}
#else
albedo.rgb *= (1.0 - metalness*0.65);
#endif
#endif
float doParallax = 0.0;
#ifdef SELF_SHADOW
#ifdef OVERWORLD
doParallax = float(lightmap.y > 0.0 && NdotL > 0.0 && skipParallax < 0.5);
#endif
#ifdef END
doParallax = float(NdotL > 0.0 && skipParallax < 0.5);
#endif
if (doParallax > 0.5) {
parallaxShadow = GetParallaxShadow(0.0, newCoord, lightVec, tbnMatrix, parallaxDepth, normalMap.a);
NdotL *= parallaxShadow;
}
#endif
#endif
vec3 shadow = vec3(0.0);
vec3 lightAlbedo = vec3(0.0);
GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, 0.0, worldPos, lightmap, 1.0, NdotL, quarterNdotU,
parallaxShadow, emissive, 0.0, 0.0, materialAO);
#ifdef ADV_MAT
#if defined OVERWORLD || defined END
#ifdef OVERWORLD
vec3 lightME = mix(lightMorning, lightEvening, mefade);
vec3 lightDayTint = lightDay * lightME * LIGHT_DI;
vec3 lightDaySpec = mix(lightME, sqrt(lightDayTint), timeBrightness);
vec3 specularColor = mix(sqrt(lightNight*0.3),
lightDaySpec,
sunVisibility);
#ifdef WATER_CAUSTICS
if (isEyeInWater == 1) specularColor *= underwaterColor.rgb * 8.0;
#endif
specularColor *= specularColor;
#ifdef SPECULAR_SKY_REF
float skymapModM = lmCoord.y;
#if SKY_REF_FIX_1 == 1
skymapModM = skymapModM * skymapModM;
#elif SKY_REF_FIX_1 == 2
skymapModM = max(skymapModM - 0.80, 0.0) * 5.0;
#else
skymapModM = max(skymapModM - 0.99, 0.0) * 100.0;
#endif
if (!(metalness <= 0.004 && metalness > 0.0)) skymapMod = max(skymapMod, skymapModM * 0.1);
#endif
#endif
#ifdef END
vec3 specularColor = endCol;
#endif
#ifdef SPECULAR_SKY_REF
vec3 specularHighlight = GetSpecularHighlight(smoothness, metalness, f0, specularColor, rawAlbedo,
shadow, newNormal, viewPos);
#if defined ADV_MAT && defined NORMAL_MAPPING && defined SELF_SHADOW
specularHighlight *= parallaxShadow;
#endif
#ifdef LIGHT_LEAK_FIX
if (isEyeInWater == 0) specularHighlight *= pow(lightmap.y, 2.5);
else specularHighlight *= 0.15 + 0.85 * pow(lightmap.y, 2.5);
#endif
albedo.rgb += specularHighlight;
#endif
#endif
#if defined COMPBR && defined REFLECTION_SPECULAR
smoothness *= 0.5;
#endif
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(0.0, 170.0, 0.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.2;
#endif
} else discard;
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
#if defined ADV_MAT && defined REFLECTION_SPECULAR
/* DRAWBUFFERS:0361 */
gl_FragData[1] = vec4(smoothness, metalData, skymapMod, 1.0);
gl_FragData[2] = vec4(EncodeNormal(newNormal), 0.0, 1.0);
gl_FragData[3] = vec4(rawAlbedo, 1.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
//Attributes//
attribute vec4 mc_Entity;
#ifdef ADV_MAT
attribute vec4 mc_midTexCoord;
attribute vec4 at_tangent;
#endif
//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//
#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, vec2(0.0), vec2(1.0));
lmCoord.x -= max(lmCoord.x - 0.825, 0.0) * 0.75;
normal = normalize(gl_NormalMatrix * gl_Normal);
#ifdef ADV_MAT
#if defined NORMAL_MAPPING
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
#if defined PARALLAX || defined SELF_SHADOW
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
dist = length(gl_ModelViewMatrix * gl_Vertex);
#endif
#endif
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
#if !defined COMPBR || defined NORMAL_MAPPING
vTexCoordAM.pq = abs(texMinMidCoord) * 2;
vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
#endif
#endif
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;
if (gl_ProjectionMatrix[2][2] < -0.5) position.y -= WorldCurvature(position.xz);
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#else
gl_Position = ftransform();
#endif
if (HAND_SWAY > 0.001) {
gl_Position.x += HAND_SWAY * (sin(frametime * 0.86)) / 256.0;
gl_Position.y += HAND_SWAY * (cos(frametime * 1.5)) / 64.0;
}
#if DOF == 1
//gl_Position.x += pow2(1.0 - (gl_Position.x + 1.0) * 0.5);
#endif
#ifdef OVERDRAW
gl_Position.xy *= 0.6666666666666;
#endif
}
#endif