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

851 lines
26 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying float mat;
varying vec2 texCoord, lmCoord;
varying vec3 normal, binormal, tangent;
varying vec3 sunVec, upVec;
varying vec3 viewVector;
varying vec4 color;
#if (defined ADV_MAT && defined NORMAL_MAPPING) || (FANCY_NETHER_PORTAL > 0 && defined COMPBR)
varying vec4 vTexCoord, vTexCoordAM;
#ifdef COMPBR
varying vec2 vTexCoordL;
#endif
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int worldDay;
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 isEyeInCave;
uniform float blindFactor;
uniform float nightVision;
uniform float far, near;
uniform float rainStrengthS;
uniform float screenBrightness;
uniform float viewWidth, viewHeight;
uniform float eyeAltitude;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform vec3 skyColor;
uniform vec3 fogColor;
uniform mat4 gbufferProjection, gbufferPreviousProjection, gbufferProjectionInverse;
uniform mat4 gbufferModelView, gbufferPreviousModelView, gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
uniform sampler2D gaux2;
uniform sampler2D depthtex1;
uniform sampler2D noisetex;
#if defined ADV_MAT && defined NORMAL_MAPPING && !defined COMPBR
uniform sampler2D normals;
#endif
#ifdef AURORA
uniform float isDry, isRainy, isSnowy;
#endif
#ifdef COLORED_LIGHT
uniform sampler2D colortex9;
#endif
#if MC_VERSION >= 11900
uniform float darknessLightFactor;
#endif
#if defined ADV_MAT && defined GENERATED_NORMALS
uniform ivec2 atlasSize;
#endif
//Optifine Constants//
//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
int modifiedWorldDay = int(mod(worldDay, 100.0) + 5.0);
float frametime = (worldTime + modifiedWorldDay * 24000) * 0.05 * ANIMATION_SPEED;
float cloudtime = frametime;
#endif
#if WORLD_TIME_ANIMATION == 1
int modifiedWorldDay = int(mod(worldDay, 100.0) + 5.0);
float frametime = frameTimeCounter * ANIMATION_SPEED;
float cloudtime = (worldTime + modifiedWorldDay * 24000) * 0.05 * ANIMATION_SPEED;
#endif
#if WORLD_TIME_ANIMATION == 0
float frametime = frameTimeCounter * ANIMATION_SPEED;
float cloudtime = frametime;
#endif
#if defined ADV_MAT && defined NORMAL_MAPPING
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));
}
float GetWaterHeightMap(vec3 worldPos, vec3 nViewPos) {
float verticalOffset = worldPos.y * 0.005;
vec2 wind = vec2(frametime) * 0.0015;
wind *= WATER_SPEED;
wind -= verticalOffset;
vec4 noiseS = vec4(0.5);
noiseS.r = texture2D(noisetex, (worldPos.xz) / (1.0 * WATER_SIZE) - wind).g;
noiseS.g = texture2D(noisetex, (worldPos.xz) / (0.6 * WATER_SIZE) + wind).g;
noiseS.b = texture2D(noisetex, (worldPos.xz) / (0.35 * WATER_SIZE) + wind).g;
noiseS.a = texture2D(noisetex, (worldPos.xz) / (0.3 * WATER_SIZE) - wind).g;
noiseS *= - noiseS;
float noise = noiseS.r * WATER_NOISE_1
- noiseS.r * noiseS.g * WATER_NOISE_2
+ noiseS.g * WATER_NOISE_3
+ (noiseS.b - noiseS.a) * WATER_NOISE_4;
noise *= WATER_BUMP * (lmCoord.y*0.9 + 0.1) * 0.42;
return noise;
}
vec3 GetParallaxWaves(vec3 worldPos, vec3 nViewPos, vec3 viewVector, float lViewPos) {
vec3 parallaxPos = worldPos;
for(int i = 0; i < 4; i++) {
float height = (GetWaterHeightMap(parallaxPos, nViewPos) - 0.5);
parallaxPos.xz += 0.2 * height * viewVector.xy / lViewPos;
}
return parallaxPos;
}
vec3 GetWaterNormal(vec3 worldPos, vec3 nViewPos, vec3 viewVector, float lViewPos) {
vec3 waterPos = worldPos + cameraPosition;
#ifdef WATER_PARALLAX
waterPos = GetParallaxWaves(waterPos, nViewPos, viewVector, lViewPos);
#endif
float normalOffset = WATER_SHARPNESS;
float h1 = GetWaterHeightMap(waterPos + vec3( normalOffset, 0.0, 0.0), nViewPos);
float h2 = GetWaterHeightMap(waterPos + vec3(-normalOffset, 0.0, 0.0), nViewPos);
float h3 = GetWaterHeightMap(waterPos + vec3(0.0, 0.0, normalOffset), nViewPos);
float h4 = GetWaterHeightMap(waterPos + vec3(0.0, 0.0, -normalOffset), nViewPos);
float xDelta = (h1 - h2) / normalOffset;
float yDelta = (h3 - h4) / normalOffset;
float aDelta = xDelta * xDelta + yDelta * yDelta;
vec3 normalMap = vec3(xDelta, yDelta, 1.0 - aDelta);
#if defined REFLECTION_ROUGH && WATER_TYPE == 2
vec3 roughMap = texture2D(noisetex, texCoord * 2097152).rgb;
normalMap = normalMap + 0.5 * (roughMap - vec3(0.5, 0.5, 1.0));
#endif
vec3 normalClamp = vec3(1.75);
normalMap = clamp(normalMap, normal - normalClamp, normal + normalClamp);
normalMap = normalMap * 0.03 + vec3(0.0, 0.0, 0.75);
return normalMap;
}
float GetWaterOpacity(float alpha, float difT, float fresnel, float lViewPos) {
//Fake water fog
float waterFogDist = 1.0 - min(difT / WATER_FOG, 1.0);
waterFogDist *= waterFogDist;
alpha = mix(0.97, alpha, min(waterFogDist, 1.0 - fresnel));
//Hide shadows not being good enough
alpha = max(min(sqrt(lViewPos) * 0.075, 0.9), alpha);
alpha = min(alpha, 1.0 - nightVision * 0.2);
return alpha;
}
//Includes//
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/skyColor.glsl"
#include "/lib/color/waterColor.glsl"
#include "/lib/lighting/ggx.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/reflections/raytracewater.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#include "/lib/reflections/simpleReflections.glsl"
#ifdef OVERWORLD
#ifdef AURORA
#include "/lib/color/auroraColor.glsl"
#endif
#if defined CLOUDS || defined AURORA
#include "/lib/atmospherics/skyboxEffects.glsl"
#endif
#include "/lib/atmospherics/sky.glsl"
#endif
#if defined END && defined ENDER_NEBULA
#include "/lib/color/lightColor.glsl"
#include "/lib/atmospherics/skyboxEffects.glsl"
#include "/lib/atmospherics/sky.glsl"
#endif
#if defined NETHER && defined NETHER_SMOKE
#include "/lib/atmospherics/skyboxEffects.glsl"
#endif
#include "/lib/atmospherics/fog.glsl"
#if AA == 2 || AA == 3
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
#include "/lib/util/jitter2.glsl"
#endif
#if defined ADV_MAT && defined GENERATED_NORMALS
#include "/lib/surface/autoGenNormals.glsl"
#endif
//Program//
void main() {
vec4 albedoP = texture2D(texture, texCoord);
if (albedoP.a == 0.0) discard; //needed for "Create" mod support
vec4 albedo = albedoP * vec4(color.rgb, 1.0);
float emissive = 0.0;
vec3 newNormal = normal;
vec3 vlAlbedo = vec3(1.0);
vec3 worldPos = vec3(0.0);
#ifndef COMPATIBILITY_MODE
float albedocheck = albedo.a;
#else
float albedocheck = albedo.a * 100000.0;
#endif
if (albedocheck > 0.00001) {
vec2 lightmap = lmCoord;
float water = float(mat > 0.98 && mat < 1.02);
float translucent = float(mat > 1.98 && mat < 2.52);
float tintedGlass = float(mat > 2.23 && mat < 2.27);
float ice = float(mat > 2.48 && mat < 2.52);
float netherPortal = float(mat > 2.98 && mat < 3.02);
float moddedfluid = float(mat > 3.98 && mat < 5.02);
float moddedfluidX = float(mat > 4.98 && mat < 5.02);
#ifndef REFLECTION_TRANSLUCENT
translucent = 0.0;
#endif
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
worldPos = ViewToWorld(viewPos);
float lViewPos = length(viewPos);
vec3 nViewPos = normalize(viewPos.xyz);
float NdotU = dot(nViewPos, upVec);
float dither = Bayer64(gl_FragCoord.xy);
vec3 normalMap = vec3(0.0, 0.0, 1.0);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
#ifdef WATER_WAVES
if (water + moddedfluidX > 0.5) {
normalMap = GetWaterNormal(worldPos, nViewPos, viewVector, lViewPos);
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
// Iris' Broken Water Normal Workaround
float VdotN = dot(nViewPos, normalize(normal));
if (VdotN > 0.0) newNormal = -newNormal;
}
#endif
#ifdef ADV_MAT
#ifdef NORMAL_MAPPING
if (water < 0.5) {
#ifdef COMPBR
#include "/lib/other/mipLevel.glsl"
vec4 normalMapV4 = vec4(normalMap, 1.0);
AutoGenerateNormals(normalMapV4, albedoP.rgb, delta);
normalMap = normalMapV4.xyz;
if (normalMap != vec3(0.0, 0.0, 1.0))
#else
vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
normalMap = textureGrad(normals, newCoord, dcdx, dcdy).xyz;
normalMap += vec3(0.5, 0.5, 0.0);
normalMap = pow(normalMap, vec3(NORMAL_MULTIPLIER));
normalMap -= vec3(0.5, 0.5, 0.0);
#if RP_SUPPORT == 4
normalMap = normalMap * 2.0 - 1.0;
#else
normalMap = normalMap * 2.0 - 1.0;
float normalCheck = normalMap.x + normalMap.y;
if (normalCheck > -1.999) {
if (length(normalMap.xy) > 1.0) normalMap.xy = normalize(normalMap.xy);
normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy));
normalMap = normalize(clamp(normalMap, vec3(-1.0), vec3(1.0)));
} else {
normalMap = vec3(0.0, 0.0, 1.0);
}
#endif
#endif
if (normalMap.x > -0.999 && normalMap.y > -0.999)
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
}
#endif
#endif
#if defined COMPBR && FANCY_NETHER_PORTAL > 0
if (netherPortal > 0.5) {
lightmap = vec2(0.0);
#if AA > 1
dither = fract(dither + frameTimeCounter * 16.0);
int sampleCount = 24;
#else
int sampleCount = 48;
#endif
float multiplier = 2.0 / (-viewVector.z * sampleCount);
vec2 interval = viewVector.xy * multiplier;
vec2 coord = vTexCoord.st;
vec4 albedoC = vec4(0.0);
albedo *= 0.0;
for (int i = 1; i <= sampleCount; i++) {
float portalStep = (i - 1.0 + dither) / sampleCount;
coord += interval * portalStep;
vec4 psample = texture2DLod(texture, fract(coord) * vTexCoordAM.pq + vTexCoordAM.st, 0);
psample *= sqrt(1.0 - portalStep);
albedoC = max(albedoC, psample);
psample.rb *= vec2(1.5, 0.92);
psample.a = sqrt2(psample.a) * 0.925;
albedo += psample;
}
albedo /= sampleCount;
emissive = albedoC.r * albedoC.r;
emissive *= emissive;
emissive *= emissive;
emissive = clamp(emissive * 120.0, 0.03, 1.2);
#if FANCY_NETHER_PORTAL > 1
vec2 portalCoord = abs(vTexCoord.xy - 0.5);
portalCoord = vec2(frametime) * 0.013 + 0.0625 * length(portalCoord);
float noise = texture2D(noisetex, portalCoord).r;
noise *= noise;
noise *= noise;
emissive *= noise * 12.0;
emissive += 0.01;
#endif
}
#endif
if (moddedfluidX > 0.5) albedo = texture2DLod(texture, texCoord, 100.0) * vec4(color.rgb, 1.0);
if (water < 0.5) albedo.rgb = pow(albedo.rgb, vec3(2.2));
float fresnel = clamp(1.0 + dot(newNormal, nViewPos), 0.0, 1.0);
float fresnel2 = fresnel * fresnel;
float fresnel4 = fresnel2 * fresnel2;
#if SKY_REF_FIX_1 == 1
float skyLightFactor = lightmap.y * lightmap.y;
#elif SKY_REF_FIX_1 == 2
float skyLightFactor = max(lightmap.y - 0.7, 0.0) / 0.3;
skyLightFactor *= skyLightFactor;
#else
float skyLightFactor = max(lightmap.y - 0.99, 0.0) * 100.0;
#endif
float lViewPosT = 0.0;
float difT = 0.0;
vec3 terrainColor = vec3(0.0);
vec3 combinedWaterColor = vec3(0.0);
if (water > 0.5) {
vec3 customWaterColor = vec3(waterColor.rgb * waterColor.rgb * 3.0 * waterColor.a);
#if MC_VERSION >= 11300
vec3 vanillaWaterColor = pow(color.rgb, vec3(2.2)) * waterColor.a;
vec3 combinedWaterColor = mix(customWaterColor, vanillaWaterColor, WATER_V);
#else
vec3 combinedWaterColor = customWaterColor;
#endif
#if WATER_TYPE == 0
#if MC_VERSION >= 11300
albedo.a = WATER_OPACITY;
if (isEyeInWater == 1) {
albedo.a = 1.0 - pow2(pow2(1.0 - albedo.a * min(fresnel2, 1.0)));
albedo.a = max(albedo.a, 0.0002);
}
#else
albedo.a = 0.5;
#endif
albedo.rgb = combinedWaterColor;
#endif
#if WATER_TYPE == 1
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.7;
albedo.a *= 1.0 - pow2(1.0 - WATER_OPACITY);
#endif
#if WATER_TYPE == 2
albedo.a *= length(albedo.rgb) * WATER_OPACITY * 1.5;
float albedoPRTX = pow2(albedoP.r * albedoP.r);
albedo.rgb = waterColor.rgb * albedoPRTX + 0.5 * waterColor.rgb * albedoPRTX;
albedo.rgb = mix(albedo.rgb, albedo.rgb * color.rgb, 0.5);
if (WATER_OPACITY > 0.82) albedo.rgb = min(albedo.rgb * (1.0 + length(albedo.rgb) * pow(WATER_OPACITY, 32.0) * 50.0), vec3(2.0));
if (isEyeInWater == 1) albedo.a = 0.5;
#endif
if (isEyeInWater == 0) {
#ifdef WATER_ABSORPTION
terrainColor = texture2D(gaux2, gl_FragCoord.xy / vec2(viewWidth, viewHeight)).rgb;
#endif
vec2 texCoordT = gl_FragCoord.xy / vec2(viewWidth, viewHeight);
float depthT = texture2D(depthtex1, texCoordT).r;
vec3 screenPosT = vec3(texCoordT, depthT);
#if AA > 1
vec3 viewPosT = ScreenToView(vec3(TAAJitter(screenPosT.xy, -0.5), screenPosT.z));
#else
vec3 viewPosT = ScreenToView(screenPosT);
#endif
lViewPosT = length(viewPosT);
difT = (lViewPosT - lViewPos);
albedo.a = GetWaterOpacity(albedo.a, difT, fresnel, lViewPos);
}
}
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.5);
#endif
if (water < 0.5) vlAlbedo = mix(vec3(1.0), albedo.rgb, sqrt1(albedo.a)) * (1.0 - pow(albedo.a, 64.0)) - vec3(0.002);
else vlAlbedo = vec3(0.0, 0.0, 1.0);
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;
float materialAO = 1.0;
float subsurface = 0.0;
#if SHADOW_SUBSURFACE > 0
if (translucent > 0.5 && ice < 0.5) {
subsurface = 1.0 - albedo.a;
}
#endif
vec3 shadow = vec3(0.0);
vec3 lightAlbedo = vec3(0.0);
GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, lViewPos, worldPos, lightmap, color.a, NdotL, quarterNdotU,
parallaxShadow, emissive, subsurface, 0.0, materialAO);
#ifdef WATER_ABSORPTION
if (water > 0.5 && isEyeInWater == 0) {
terrainColor = terrainColor * 2.0;
terrainColor *= terrainColor;
vec3 absorbColor = (normalize(waterColor.rgb + vec3(0.01)) * sqrt(UNDERWATER_I)) * terrainColor * 1.92;
float absorbDist = 1.0 - clamp(difT / 8.0, 0.0, 1.0);
vec3 newAlbedo = mix(absorbColor * absorbColor, terrainColor * terrainColor, absorbDist * absorbDist);
newAlbedo *= newAlbedo * 0.7;
//duplicate 307309760
float fog2 = lViewPosT / pow(far, 0.25) * 0.035 * (1.0 - sunVisibility*0.25) * (3.2/FOG2_DISTANCE_M);
fog2 = (1.0 - (exp(-50.0 * pow(fog2*0.125, 3.25) * eBS)));
float fixAtmFog = max(1.0 - fog2, 0.0);
fixAtmFog *= fixAtmFog;
fixAtmFog *= fixAtmFog;
fixAtmFog *= fixAtmFog;
fixAtmFog *= 1.0 - rainStrengthS;
float absorb = (1.0 - albedo.a) * fixAtmFog * skyLightFactor;
albedo.rgb = mix(albedo.rgb, newAlbedo / (1.0 - WATER_OPACITY), absorb);
}
#endif
#ifdef OVERWORLD
//offset because consistency
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;
#endif
#if defined SEVEN || defined SEVEN_2
vec3 specularColor = vec3(0.005, 0.006, 0.018);
#endif
if (water > 0.5 || moddedfluid > 0.5 || (translucent > 0.5 && albedo.a < 0.95)) {
vec4 reflection = vec4(0.0);
vec3 skyReflection = vec3(0.0);
fresnel = fresnel4 * 0.95 + 0.05;
fresnel *= max(1.0 - isEyeInWater * 0.5 * water, 0.5);
fresnel *= 1.0 - translucent * (1.0 - albedo.a);
#ifdef REFLECTION
vec3 refNormal = mix(newNormal, normal, pow2(pow2(fresnel4)));
reflection = SimpleReflection(viewPos, refNormal, dither, skyLightFactor);
#endif
#ifdef WATER_TRANSLUCENT_SKY_REF
if (reflection.a < 1.0) {
vec3 skyReflectionPos = reflect(nViewPos, newNormal);
float refNdotU = dot(skyReflectionPos, upVec);
#ifdef OVERWORLD
vec3 gotTheSkyColor = vec3(0.0);
if (isEyeInWater == 0) gotTheSkyColor = GetSkyColor(lightCol, refNdotU, skyReflectionPos, true);
if (isEyeInWater == 1) gotTheSkyColor = 0.6 * pow(underwaterColor.rgb * (1.0 - blindFactor), vec3(2.0));
skyReflection = gotTheSkyColor;
#endif
skyReflectionPos *= 1000000.0;
#ifdef OVERWORLD
float specular = 0.0;
if (water > 0.5) {
#if WATER_TYPE >= 1
float waterSpecMult = SUN_MOON_WATER_REF;
if (sunVisibility < 0.01) waterSpecMult *= MOON_WATER_REF;
#if WATER_TYPE == 1
float smoothnessRTX = albedoP.r * 0.5;
waterSpecMult *= 0.7 - 0.7 * fresnel;
#else
float smoothnessRTX = albedoP.r * albedoP.r * 0.64;
#endif
specular = GGX(newNormal, nViewPos, lightVec, smoothnessRTX, 0.02, 0.025 * sunVisibility + 0.05);
specular *= waterSpecMult * (0.15 + 0.85 * sunVisibility);
#endif
#ifdef WATER_WAVES
specular += stylisedGGX(newNormal, normal, nViewPos, lightVec, 0.0);
#endif
#ifdef COLORED_SHADOWS
specular *= float(shadow.r + shadow.g + shadow.b > 2.3);
#endif
}
#ifdef COMPBR
if (ice > 0.5) {
float smoothnessIce = length(albedoP.rgb);
smoothnessIce = pow2(pow2(smoothnessIce)) * 0.12;
specular = GGX(newNormal, nViewPos, lightVec, smoothnessIce, 0.02, 0.025 * sunVisibility + 0.05);
}
#endif
specular *= sqrt1inv(rainStrengthS);
#ifdef SHADOWS
specular *= shadowFade;
#endif
skyReflection *= skyLightFactor;
#if defined CLOUDS || defined AURORA
float cosT = dot(normalize(skyReflectionPos), upVec);
#ifdef AURORA
skyReflection += skyLightFactor * DrawAurora(skyReflectionPos, dither, 8, cosT);
#endif
float cloudFactor = 1.0;
#ifdef CLOUDS
if (isEyeInWater == 0) {
vec4 cloud = DrawCloud(skyReflectionPos, dither, lightCol, ambientCol, cosT, 3);
skyReflection = mix(skyReflection, cloud.rgb*skyLightFactor, cloud.a);
}
#endif
#endif
skyReflection += (specular / fresnel) * specularColor * shadow * skyLightFactor;
#endif
#ifdef NETHER
skyReflection = netherCol * 0.005;
#endif
#if defined END || defined SEVEN || defined SEVEN_2
#if defined END
skyReflection = endCol * 0.125;
#ifdef ENDER_NEBULA
vec3 nebulaStars = vec3(0.0);
vec3 enderNebula = DrawEnderNebula(skyReflectionPos * 100.0, dither, endCol, nebulaStars);
enderNebula += nebulaStars;
skyReflection = enderNebula * shadow * 0.5;
#endif
#endif
#if (defined SEVEN || defined SEVEN_2) && !defined TWENTY
vec3 twilightPurple = vec3(0.005, 0.006, 0.018);
vec3 twilightGreen = vec3(0.015, 0.03, 0.02);
skyReflection = 2 * (twilightPurple * 2 * clamp(pow(refNdotU, 0.7), 0.0, 1.0) + twilightGreen * (1-clamp(pow(refNdotU, 0.7), 0.0, 1.0)));
skyReflection *= lmCoord.y * float(isEyeInWater == 0);
#endif
float specular = GGX(newNormal, nViewPos, lightVec, 0.4, 0.02, 0.025 * sunVisibility + 0.05);
#endif
#ifdef TWENTY
vec3 twilightGreen = vec3(0.015, 0.03, 0.02);
vec3 twilightPurple = twilightGreen * 0.1;
skyReflection = 2 * (twilightPurple * 2 * clamp(pow(refNdotU, 0.7), 0.0, 1.0) + twilightGreen * (1-clamp(pow(refNdotU, 0.7), 0.0, 1.0)));
if (isEyeInWater > 0.5) skyReflection = pow(underwaterColor.rgb * (1.0 - blindFactor), vec3(2.0)) * fresnel;
skyReflection *= pow2(lightmap.y * lightmap.y);
#endif
}
#endif
#if defined REFLECTION || defined WATER_TRANSLUCENT_SKY_REF
reflection.rgb = max(mix(skyReflection, reflection.rgb, reflection.a), vec3(0.0));
albedo.rgb = mix(albedo.rgb, reflection.rgb, fresnel);
#else
albedo.rgb *= 1.0 + 2.0 * fresnel;
#endif
}
if (tintedGlass > 0.5) {
albedo.a = sqrt1(albedo.a);
}
vec3 extra = vec3(0.0);
#if defined NETHER && defined NETHER_SMOKE
extra = DrawNetherSmoke(viewPos.xyz, dither, pow((netherCol * 2.5) / NETHER_I, vec3(2.2)) * 4);
#endif
#if defined END && defined ENDER_NEBULA
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);
#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 && (mat < 0.95 || mat > 1.05) && translucent < 0.5) {
#include "/lib/other/indicateLightLevels.glsl"
}
#endif
} else albedo.a = 0.0;
#ifdef GBUFFER_CODING
albedo.rgb = vec3(85.0, 255.0, 255.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
/* DRAWBUFFERS:01 */
gl_FragData[0] = albedo;
gl_FragData[1] = vec4(vlAlbedo, 1.0);
}
#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;
attribute vec4 at_tangent;
//Common Variables//
#if WORLD_TIME_ANIMATION >= 2
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
//Common Functions//
#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;
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
normal = normalize(gl_NormalMatrix * gl_Normal);
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
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;
#if (defined ADV_MAT && defined NORMAL_MAPPING) || (FANCY_NETHER_PORTAL > 0 && defined COMPBR)
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
vTexCoordAM.pq = abs(texMinMidCoord) * 2;
vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
#ifdef COMPBR
vTexCoordL = texMinMidCoord * 2;
#endif
#endif
color = gl_Color;
mat = 0.0;
if (mc_Entity.x == 79) mat = 2.0; // Stained Glass
if (mc_Entity.x == 7978) mat = 2.25; // Tinted Glass
if (mc_Entity.x == 7979) mat = 2.5; // Ice
#if defined COMPBR && FANCY_NETHER_PORTAL > 0
if (mc_Entity.x == 80) mat = 3.0;
#endif
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);
float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0;
if (mc_Entity.x == 8) { // Water
#ifndef COMPATIBILITY_MODE
lmCoord.x *= 0.6;
#endif
#ifdef WATER_DISPLACEMENT
position.y += WavingWater(position.xyz, lmCoord.y);
#endif
mat = 1.0;
}
if (mc_Entity.x == 888) { // Modded Fluid With Vanilla Texture
mat = 4.0;
}
if (mc_Entity.x == 889) { // Modded Fluid With Water Waves And No Texture
#ifdef WATER_DISPLACEMENT
position.y += WavingWater(position.xyz, lmCoord.y);
#endif
mat = 5.0;
}
#ifdef WORLD_CURVATURE
position.y -= WorldCurvature(position.xz);
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
if (mat == 0.0) {
gl_Position.z -= 0.00001;
lmCoord = (lmCoord - 0.03125) * 1.06667;
} else {
lmCoord.y = (lmCoord.y - 0.03125) * 1.06667;
lmCoord.x = smoothstep(0.0, 1.0, pow((lmCoord.x - 0.03125) * 0.55, 0.35));
}
lmCoord = clamp(lmCoord, vec2(0.0), vec2(1.0));
#if AA > 1
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif