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

832 lines
23 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying float mat;
varying float mipmapDisabling, quarterNdotUfactor;
varying float specB;
#ifdef COMPBR
varying float specR, specG, extraSpecular;
#endif
varying vec2 texCoord, lmCoord;
varying vec3 normal;
varying vec3 sunVec, upVec;
varying vec4 color;
#ifdef OLD_LIGHTING_FIX
varying vec3 eastVec, northVec;
#endif
#ifdef ADV_MAT
#if defined PARALLAX || defined SELF_SHADOW
varying float dist;
varying vec3 viewVector;
#endif
varying vec4 vTexCoordAM;
#if !defined COMPBR || defined NORMAL_MAPPING || defined NOISY_TEXTURES || defined SNOW_MODE
varying vec2 vTexCoord;
#if defined GENERATED_NORMALS || defined NOISY_TEXTURES
varying vec2 vTexCoordL;
#endif
#endif
#if defined NORMAL_MAPPING || defined REFLECTION_RAIN
varying vec3 binormal, tangent;
#endif
#endif
#ifdef SNOW_MODE
varying float noSnow;
#endif
#ifdef COLORED_LIGHT
varying float lightVarying;
#endif
#ifdef NOISY_TEXTURES
varying float noiseVarying;
#endif
#if defined WORLD_CURVATURE && defined COMPBR
varying vec3 oldPosition;
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int moonPhase;
#define UNIFORM_moonPhase
#if defined DYNAMIC_SHADER_LIGHT || SHOW_LIGHT_LEVELS == 1 || SHOW_LIGHT_LEVELS == 3
uniform int heldItemId, heldItemId2;
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif
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 gbufferModelView;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
#if ((defined WATER_CAUSTICS || defined SNOW_MODE || defined CLOUD_SHADOW || defined REFLECTION_RAIN) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT || defined NOISY_TEXTURES || defined GENERATED_NORMALS
uniform sampler2D noisetex;
#endif
#ifdef ADV_MAT
#ifndef COMPBR
uniform sampler2D specular;
uniform sampler2D normals;
#endif
#ifdef REFLECTION_RAIN
uniform float wetness;
#endif
#if defined PARALLAX || defined SELF_SHADOW
uniform int blockEntityId;
#endif
#if defined NORMAL_MAPPING && defined GENERATED_NORMALS
uniform mat4 gbufferProjection;
#endif
#endif
#ifdef REFLECTION_RAIN
uniform float isDry, isRainy, isSnowy;
#endif
#ifdef COLORED_LIGHT
uniform ivec2 eyeBrightness;
uniform sampler2D colortex9;
#endif
#ifdef COMPBR
uniform ivec2 atlasSize;
#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 || defined COMPBR
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"
#include "/lib/color/waterColor.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#if AA == 2 || AA == 3
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
#include "/lib/util/jitter2.glsl"
#endif
#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/util/dither.glsl"
#include "/lib/surface/parallax.glsl"
#endif
#ifdef DIRECTIONAL_LIGHTMAP
#include "/lib/surface/directionalLightmap.glsl"
#endif
#if defined REFLECTION_RAIN && defined OVERWORLD
#include "/lib/surface/rainPuddles.glsl"
#endif
#ifdef GENERATED_NORMALS
#include "/lib/surface/autoGenNormals.glsl"
#endif
#ifdef NOISY_TEXTURES
#include "/lib/surface/noiseCoatedTextures.glsl"
#endif
#endif
//Program//
void main() {
vec4 albedo = vec4(0.0);
if (mipmapDisabling < 0.25) {
#if defined END && defined COMPATIBILITY_MODE && !defined SEVEN
albedo.rgb = texture2D(texture, texCoord).rgb;
albedo.a = texture2DLod(texture, texCoord, 0).a; // For BetterEnd compatibility
#else
albedo = texture2D(texture, texCoord);
#endif
} else {
albedo = texture2DLod(texture, texCoord, 0);
}
vec3 albedoP = albedo.rgb;
if (mat < 10000.0) albedo.rgb *= color.rgb;
albedo.rgb = clamp(albedo.rgb, vec3(0.0), vec3(1.0));
float material = floor(mat); // Ah yes this is a floor mat
vec3 newNormal = normal;
vec3 lightAlbedo = vec3(0.0);
#ifdef GREEN_SCREEN
float greenScreen = 0.0;
#endif
#ifdef BLUE_SCREEN
float blueScreen = 0.0;
#endif
#ifdef ADV_MAT
float smoothness = 0.0, metalData = 0.0, metalness = 0.0, f0 = 0.0, skymapMod = 0.0;
vec3 rawAlbedo = vec3(0.0);
vec4 normalMap = vec4(0.0, 0.0, 1.0, 1.0);
#ifndef COMPBR
vec2 newCoord = vTexCoord.xy * vTexCoordAM.zw + vTexCoordAM.xy;
#endif
#if defined PARALLAX || defined SELF_SHADOW
float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0);
float parallaxDepth = 1.0;
#endif
#ifdef PARALLAX
vec2 coordDif = abs(newCoord - texCoord);
float skipParallax = 100000.0 * (coordDif.x + coordDif.y);
if (skipParallax < 0.5) {
GetParallaxCoord(parallaxFade, newCoord, parallaxDepth);
if (mipmapDisabling < 0.25) albedo = textureGrad(texture, newCoord, dcdx, dcdy) * vec4(color.rgb, 1.0);
else albedo = texture2DLod(texture, newCoord, 0) * vec4(color.rgb, 1.0);
}
#endif
#endif
#ifndef COMPATIBILITY_MODE
float albedocheck = albedo.a;
#else
float albedocheck = albedo.a; // For BetterEndForge compatibility
#endif
if (albedocheck > 0.00001) {
float foliage = float(material == 1.0);
float leaves = float(material == 2.0);
//Emission
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
float emissive = specB * 4.0;
//Subsurface Scattering
#if SHADOW_SUBSURFACE == 0
float subsurface = 0.0;
#else
float subsurface = foliage * SCATTERING_FOLIAGE + leaves * SCATTERING_LEAVES;
#endif
#ifndef SHADOWS
if (leaves > 0.5) subsurface *= 0.5;
else subsurface = pow2(subsurface * subsurface);
#endif
#ifdef COMPBR
float lAlbedoP = length(albedoP);
float extraSpecularM = extraSpecular;
if (mat > 10000.0) { // More control over lAlbedoP at the cost of color.rgb
if (mat < 19000.0) {
if (mat < 16000) { // 15000 - Difference Based lAlbedoP
vec3 averageAlbedo = texture2DLod(texture, texCoord, 100.0).rgb;
lAlbedoP = sqrt2(length(albedoP.rgb - averageAlbedo) + color.r) * color.g * 20.0;
#ifdef GREEN_SCREEN
if (albedo.g * 1.4 > albedo.r + albedo.b && albedo.g > 0.6 && albedo.r * 2.0 > albedo.b)
greenScreen = 1.0;
#endif
#ifdef BLUE_SCREEN
if (albedo.b * 1.4 > albedo.r + albedo.g && albedo.b > 0.2 && abs(albedo.g - albedo.r) < 0.1)
blueScreen = 1.0;
#endif
} else { // 17000 - Limited lAlbedoP
lAlbedoP = min(lAlbedoP, color.r) * color.g;
if (color.b < 2.0) albedo.b *= color.b;
else albedo.g *= color.b - 2.0;
}
} else {
if (mat < 25000.0) { // 20000 - Channel Controlled lAlbedoP
lAlbedoP = length(albedoP * max(color.rgb, vec3(0.0)));
if (color.g < -0.0001) lAlbedoP = max(lAlbedoP + color.g * albedo.g * 0.1, 0.0);
} else { // 30000 - Inverted lAlbedoP
lAlbedoP = max(1.73 - lAlbedoP, 0.0) * color.r + color.g;
}
}
}
//Integrated Emission
if (specB > 1.02) {
emissive = pow(lAlbedoP, specB) * fract(specB) * 20.0;
}
//Integrated Smoothness
smoothness = specR;
if (specR > 1.02) {
float lAlbedoPsp = lAlbedoP;
float spec = specR;
if (spec > 1000.0) lAlbedoPsp = 2.0 - lAlbedoP, spec -= 1000.0;
smoothness = pow(lAlbedoPsp, spec * 0.1) * fract(specR) * 5.0;
smoothness = min(smoothness, 1.0);
}
//Integrated Metalness+
metalness = specG;
if (specG > 10.0) {
metalness = 3.0 - lAlbedoP * specG * 0.01;
metalness = min(metalness, 1.0);
}
#endif
//Main
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 materialAO = 1.0;
float cauldron = 0.0;
float snowFactor = 0.0;
#ifdef ADV_MAT
#if defined REFLECTION_RAIN && defined RAIN_REF_BIOME_CHECK
float noRain = float(material == 3.0);
#endif
#ifndef COMPBR
GetMaterials(smoothness, metalness, f0, metalData, emissive, materialAO, normalMap, newCoord, dcdx, dcdy);
#else
#include "/lib/ifchecks/terrainFragment.glsl"
#ifdef METALLIC_WORLD
metalness = 1.0;
smoothness = sqrt1(smoothness);
#endif
f0 = 0.78 * metalness + 0.02;
metalData = metalness;
if (material == 201.0) { // Diamond Block, Emerald Block
f0 = smoothness;
smoothness = 0.9 - f0 * 0.1;
if (albedo.g > albedo.b * 1.1) { // Emerald Block
f0 *= f0 * 1.2;
f0 *= f0;
f0 = clamp(f0 * f0, 0.0, 1.0);
}
}
#if defined NOISY_TEXTURES || defined GENERATED_NORMALS
#include "/lib/other/mipLevel.glsl"
#endif
#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);
#ifdef GENERATED_NORMALS
if (cauldron < 0.5)
AutoGenerateNormals(normalMap, albedoP, delta);
if (normalMap != vec4(0.0, 0.0, 1.0, 1.0))
#endif
{
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 SNOW_MODE
#ifdef OVERWORLD
if (noSnow + cauldron < 0.5) {
vec3 snowColor = vec3(0.5, 0.5, 0.65);
vec2 snowCoord = vTexCoord.xy / 8.0;
float snowNoise = texture2D(noisetex, snowCoord).r;
snowColor *= 0.85 + 0.5 * snowNoise;
float grassFactor = ((1.0 - abs(albedo.g - 0.3) * 4.0) - albedo.r * 2.0) * float(color.r < 0.999) * 2.0;
snowFactor = clamp(dot(newNormal, upVec), 0.0, 1.0);
//snowFactor *= snowFactor;
if (grassFactor > 0.0) snowFactor = max(snowFactor * 0.75, grassFactor);
snowFactor *= pow(lightmap.y, 16.0) * (1.0 - pow(lightmap.x + 0.1, 8.0) * 1.5);
snowFactor = clamp(snowFactor, 0.0, 0.85);
albedo.rgb = mix(albedo.rgb, snowColor, snowFactor);
#ifdef ADV_MAT
float snowFactor2 = snowFactor * (0.75 + 0.5 * snowNoise);
smoothness = mix(smoothness, 0.45, snowFactor2);
metalness = mix(metalness, 0.0, snowFactor2);
//emissive = mix(emissive, 0.0, min(snowFactor2 * 5.0, 1.0));
#endif
}
#endif
#endif
#ifdef NOISY_TEXTURES
if (cauldron < 0.5)
NoiseCoatTextures(albedo, smoothness, emissive, metalness, worldPos, miplevel, noiseVarying, snowFactor);
#endif
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.5);
#endif
float NdotL = clamp(dot(newNormal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
float fullNdotU = dot(newNormal, upVec);
float quarterNdotUp = clamp(0.25 * fullNdotU + 0.75, 0.5, 1.0);
float quarterNdotU = quarterNdotUp * quarterNdotUp;
if (quarterNdotUfactor < 0.5) quarterNdotU = 1.0;
float smoothLighting = color.a;
#ifdef OLD_LIGHTING_FIX
// Probably not worth the %4 fps loss
// Don't forget to apply the same code to gbuffers_water if I end up making this an option
if (smoothLighting < 0.9999999) {
float absNdotE = abs(dot(newNormal, eastVec));
float absNdotN = abs(dot(newNormal, northVec));
float NdotD = abs(fullNdotU) * float(fullNdotU < 0.0);
smoothLighting += 0.4 * absNdotE;
smoothLighting += 0.2 * absNdotN;
smoothLighting += 0.502 * NdotD;
smoothLighting = clamp(smoothLighting, 0.0, 1.0);
//albedo.rgb = mix(vec3(1, 0, 1), albedo.rgb, pow(smoothLighting, 10000.0));
}
#endif
float parallaxShadow = 1.0;
#ifdef ADV_MAT
rawAlbedo = albedo.rgb * 0.999 + 0.001;
#ifdef REFLECTION_SPECULAR
#ifdef COMPBR
if (metalness > 0.801) {
albedo.rgb *= (1.0 - metalness*0.65);
}
#else
albedo.rgb *= (1.0 - metalness*0.65);
#endif
#endif
#if defined SELF_SHADOW && defined NORMAL_MAPPING
float doParallax = 0.0;
#ifdef OVERWORLD
doParallax = float(lightmap.y > 0.0 && NdotL > 0.0);
#endif
#ifdef END
doParallax = float(NdotL > 0.0);
#endif
if (doParallax > 0.5) {
parallaxShadow = GetParallaxShadow(parallaxFade, newCoord, lightVec, tbnMatrix, parallaxDepth, normalMap.a);
}
#endif
#ifdef DIRECTIONAL_LIGHTMAP
mat3 lightmapTBN = GetLightmapTBN(viewPos);
lightmap.x = DirectionalLightmap(lightmap.x, lmCoord.x, newNormal, lightmapTBN);
lightmap.y = DirectionalLightmap(lightmap.y, lmCoord.y, newNormal, lightmapTBN);
#endif
#endif
vec3 shadow = vec3(0.0);
GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, lViewPos, worldPos, lightmap, smoothLighting, NdotL, quarterNdotU,
parallaxShadow, emissive, subsurface, leaves, materialAO);
#ifdef ADV_MAT
#if defined OVERWORLD || defined END
#ifdef OVERWORLD
#ifdef REFLECTION_RAIN
if (quarterNdotUp > 0.85) {
#ifdef RAIN_REF_BIOME_CHECK
if (noRain < 0.1) {
#endif
vec2 rainPos = worldPos.xz + cameraPosition.xz;
skymapMod = max(lmCoord.y * 16.0 - 15.5, 0.0);
float puddleSize = 0.0025;
skymapMod *= GetPuddles(rainPos * puddleSize);
float skymapModx2 = skymapMod * 2.0;
smoothness = mix(smoothness, 0.8 , skymapModx2);
metalness = mix(metalness , 0.0 , skymapModx2);
metalData = mix(metalData , 0.0 , skymapModx2);
f0 = mix(f0 , 0.02, skymapModx2);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
rainPos *= 0.02;
vec2 wind = vec2(frametime) * 0.01;
vec3 pnormalMap = vec3(0.0, 0.0, 1.0);
float pnormalMultiplier = 0.05;
vec2 pnormalCoord1 = rainPos + vec2(wind.x, wind.y);
vec3 pnormalNoise1 = texture2D(noisetex, pnormalCoord1).rgb;
vec2 pnormalCoord2 = rainPos + vec2(wind.x * -1.5, wind.y * -1.0);
vec3 pnormalNoise2 = texture2D(noisetex, pnormalCoord2).rgb;
pnormalMap += (pnormalNoise1 - vec3(0.5)) * pnormalMultiplier;
pnormalMap += (pnormalNoise2 - vec3(0.5)) * pnormalMultiplier;
vec3 puddleNormal = clamp(normalize(pnormalMap * tbnMatrix),vec3(-1.0),vec3(1.0));
albedo.rgb *= 1.0 - sqrt(length(pnormalMap.xy)) * 0.8 * skymapModx2 * (rainStrengthS);
vec3 rainNormal = normalize(mix(newNormal, puddleNormal, rainStrengthS));
newNormal = mix(newNormal, rainNormal, skymapModx2);
#ifdef RAIN_REF_BIOME_CHECK
}
#endif
}
#endif
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;
#ifdef COMPBR
if (cauldron > 0.0) skymapMod = (min(length(shadow), 0.475) + 0.515) * float(smoothness > 0.9);
else
#endif
skymapMod = min(length(shadow), 0.5);
#endif
#ifdef SPECULAR_SKY_REF
vec3 specularHighlight = vec3(0.0);
specularHighlight = GetSpecularHighlight(smoothness - cauldron, metalness, f0, specularColor, rawAlbedo,
shadow, newNormal, viewPos);
#if defined ADV_MAT && defined NORMAL_MAPPING && defined SELF_SHADOW
specularHighlight *= parallaxShadow;
#endif
#if defined LIGHT_LEAK_FIX && !defined END
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;
if (extraSpecularM > 0.5) smoothness += 0.5;
#endif
#endif
#if SHOW_LIGHT_LEVELS > 0
#if SHOW_LIGHT_LEVELS == 1
if (heldItemId == 13001 || heldItemId2 == 13001)
#elif SHOW_LIGHT_LEVELS == 3
if (heldBlockLightValue > 7.4 || heldBlockLightValue2 > 7.4)
#endif
if (dot(normal, upVec) > 0.99 && foliage + leaves < 0.1 && material != 162.0) {
#include "/lib/other/indicateLightLevels.glsl"
}
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(1.0, 1.0, 170.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
#if THE_FORBIDDEN_OPTION > 1
albedo = min(albedo, vec4(1.0));
#endif
#ifdef GREEN_SCREEN
if (greenScreen > 0.5) {
albedo.rgb = vec3(0.0, 0.08, 0.0);
#if defined ADV_MAT && defined REFLECTION_SPECULAR
smoothness = 0.0;
metalData = 0.0;
skymapMod = 0.51;
#endif
}
#endif
#ifdef BLUE_SCREEN
if (blueScreen > 0.5) {
albedo.rgb = vec3(0.0, 0.0, 0.18);
#if defined ADV_MAT && defined REFLECTION_SPECULAR
smoothness = 0.0;
metalData = 0.0;
skymapMod = 0.51;
#endif
}
#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);
#ifdef COLORED_LIGHT
/* DRAWBUFFERS:03618 */
gl_FragData[4] = vec4(lightAlbedo, 1.0);
#endif
#else
#ifdef COLORED_LIGHT
/* DRAWBUFFERS:08 */
gl_FragData[1] = vec4(lightAlbedo, 1.0);
#endif
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
uniform float frameTimeCounter;
uniform float rainStrengthS;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
#if AA > 1
uniform int frameCounter;
uniform float viewWidth, viewHeight;
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
#ifdef ADV_MAT
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//
#include "/lib/vertex/waving.glsl"
#if AA == 2 || AA == 3
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
#include "/lib/util/jitter2.glsl"
#endif
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
#if THE_FORBIDDEN_OPTION > 1
if (length(position.xz) > 0.0) {
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
return;
}
#endif
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);
#ifdef ADV_MAT
#if defined NORMAL_MAPPING || defined REFLECTION_RAIN
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).xy;
vec2 texMinMidCoord = texCoord - midCoord;
vTexCoordAM.zw = abs(texMinMidCoord) * 2;
#if !defined COMPBR || defined NORMAL_MAPPING || defined NOISY_TEXTURES || defined SNOW_MODE
vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
#ifdef COMPBR
vTexCoordL = texMinMidCoord * 2;
#endif
#endif
#endif
color = gl_Color;
if (color.a < 0.1) color.a = 1.0;
upVec = normalize(gbufferModelView[1].xyz);
#ifdef SNOW_MODE
noSnow = 0.0;
#endif
#ifdef COLORED_LIGHT
lightVarying = 0.0;
#endif
#ifdef NOISY_TEXTURES
noiseVarying = 1.0;
#endif
mat = 0.0; mipmapDisabling = 0.0; quarterNdotUfactor = 1.0; specB = 0.0;
#ifdef COMPBR
specR = 0.0; specG = 0.0; extraSpecular = 0.0;
#endif
#include "/lib/ifchecks/terrainVertex.glsl"
mat += 0.25;
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);
#ifdef OLD_LIGHTING_FIX
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
#endif
float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0;
vec3 wave = WavingBlocks(position.xyz, istopv, lmCoord.y);
position.xyz += wave;
#ifdef WORLD_CURVATURE
#ifdef COMPBR
oldPosition = position.xyz;
#endif
position.y -= WorldCurvature(position.xz);
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#if AA > 1
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif