Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/gbuffers_skytextured.glsl
2025-05-29 23:31:29 +02:00

188 lines
4.3 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
#if defined END || (defined OVERWORLD && defined VANILLA_SKYBOX)
varying vec2 texCoord;
varying vec4 color;
#endif
#if defined OVERWORLD && defined VANILLA_SKYBOX
varying vec3 upVec, sunVec;
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform float isEyeInCave;
uniform float screenBrightness;
uniform vec3 skyColor;
uniform vec3 fogColor;
uniform sampler2D texture;
#if defined OVERWORLD && defined VANILLA_SKYBOX
uniform int worldDay;
uniform float nightVision;
uniform float rainStrengthS;
uniform float viewWidth, viewHeight;
uniform float eyeAltitude;
uniform ivec2 eyeBrightnessSmooth;
uniform mat4 gbufferProjectionInverse;
#endif
#ifdef END
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelViewInverse;
uniform sampler2D noisetex;
#endif
#if MC_VERSION >= 11700 && defined OVERWORLD && defined VANILLA_SKYBOX && defined SUN_MOON_HORIZON
uniform int renderStage;
#endif
//Common Variables//
float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
#if defined OVERWORLD && defined VANILLA_SKYBOX
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
#endif
//Common Functions//
//Includes//
#if defined OVERWORLD && defined VANILLA_SKYBOX
#include "/lib/color/lightColor.glsl"
#endif
#ifdef END
#include "/lib/color/endColor.glsl"
#endif
//Program//
void main() {
#if defined OVERWORLD && defined VANILLA_SKYBOX
vec4 albedo = texture2D(texture, texCoord.xy);
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
vec3 nViewPos = normalize(viewPos.xyz);
#ifdef SUN_MOON_HORIZON
float NdotU = dot(nViewPos, upVec);
#if MC_VERSION >= 11700
if (renderStage > 3)
#endif
albedo.a *= clamp((NdotU+0.02)*10, 0.0, 1.0);
#endif
albedo *= color;
albedo.rgb = pow(albedo.rgb, vec3(2.2 + sunVisibility * 2.2)) * (1.0 + sunVisibility * 4.0) * SKYBOX_BRIGHTNESS * albedo.a;
#else
vec4 albedo = vec4(0.0);
#endif
#ifdef END
albedo = vec4(endCol * (0.035 + 0.02 * vsBrightness), 1.0);
#endif
#ifdef TWO
albedo = vec4(0.0, 0.0, 0.0, 1.0);
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(255.0, 255.0, 85.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
#if defined CAVE_SKY_FIX && defined OVERWORLD
albedo.rgb *= 1.0 - isEyeInCave;
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
#if defined OVERWORLD && defined VANILLA_SKYBOX
uniform mat4 gbufferModelView;
#if AA == 2 || AA == 3
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter2.glsl"
#endif
#endif
//Common Variables//
#if defined END || (defined OVERWORLD && defined VANILLA_SKYBOX)
#ifdef OVERWORLD
float timeAngleM = timeAngle;
#else
#if !defined SEVEN && !defined SEVEN_2
float timeAngleM = 0.25;
#else
float timeAngleM = 0.5;
#endif
#endif
#endif
//Program//
void main() {
#if defined END || (defined OVERWORLD && defined VANILLA_SKYBOX)
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
gl_Position = ftransform();
#endif
#if defined OVERWORLD && defined VANILLA_SKYBOX
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);
#if AA > 1
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
#else
#if !defined END
vec4 color = vec4(0.0);
gl_Position = color;
#endif
#endif
}
#endif