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

160 lines
4.1 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 upVec, sunVec;
varying vec4 color;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform int isEyeInWater;
uniform float nightVision;
uniform float rainStrengthS;
uniform float screenBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform mat4 gbufferProjectionInverse;
uniform sampler2D texture;
#ifdef DYNAMIC_SHADER_LIGHT
uniform int heldItemId, heldItemId2;
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
#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);
//Includes//
#include "/lib/color/lightColor.glsl"
#include "/lib/color/blocklightColor.glsl"
#ifdef DYNAMIC_SHADER_LIGHT
#include "/lib/util/spaceConversion.glsl"
#if AA == 2 || AA == 3
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
#include "/lib/util/jitter2.glsl"
#endif
#endif
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord.xy);
vec2 lightmap = lmCoord;
#ifdef OVERLAY_FIX
if (color.r + color.g + color.b > 2.99999) {
#endif
if (albedo.a > 0.0) {
#ifdef DYNAMIC_SHADER_LIGHT
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 handLight = min(float(heldBlockLightValue2 + heldBlockLightValue), 15.0) / 15.0;
float handLightFactor = 1.0 - min(DYNAMIC_LIGHT_DISTANCE * handLight, lViewPos) / (DYNAMIC_LIGHT_DISTANCE * handLight);
float finalHandLight = handLight * handLightFactor;
lightmap.x = max(finalHandLight * 0.95, lightmap.x);
#endif
#ifndef COMPATIBILITY_MODE
if (albedo.r <= 0.75) { // Rain
albedo.a *= 0.15;
albedo.rgb = sqrt(albedo.rgb);
albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 0.75;
} else { // Snow
albedo.a *= 0.15;
albedo.rgb = sqrt(albedo.rgb);
albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 2.0;
}
#else
albedo.a *= 0.15;
albedo.rgb = sqrt(albedo.rgb);
albedo.rgb *= (ambientCol + lightmap.x * lightmap.x * blocklightCol) * 0.75;
#endif
}
#ifdef GBUFFER_CODING
albedo.rgb = vec3(85.0, 85.0, 85.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
#ifdef OVERLAY_FIX
} else {
albedo.rgb = pow(color.rgb, vec3(2.2)) * 2.0;
albedo.rgb *= 0.25 + lightmap.x + lightmap.y * (1.0 + sunVisibility);
if (texCoord.x == 0.0) albedo.a = pow2(color.a * color.a);
}
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
uniform mat4 gbufferModelView;
//Common Variables//
#ifdef OVERWORLD
float timeAngleM = timeAngle;
#else
#if !defined SEVEN && !defined SEVEN_2
float timeAngleM = 0.25;
#else
float timeAngleM = 0.5;
#endif
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
lmCoord = clamp(lmCoord * 2.0 - 1.0, 0.0, 1.0);
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);
gl_Position = ftransform();
color = gl_Color;
}
#endif