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

121 lines
2.6 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying vec2 texCoord;
varying vec4 color;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform sampler2D texture;
//Includes//
#include "/lib/color/blocklightColor.glsl"
//Program//
void main() {
vec4 albedoP = texture2D(texture, texCoord);
vec4 albedo = albedoP * color;
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef WHITE_WORLD
albedo.rgb = vec3(2.0);
#endif
float emissive = 0.0;
// duplicate 39582069
#ifdef COMPBR
emissive = length(albedoP.rgb);
emissive *= emissive;
emissive *= emissive;
if (color.a < 0.9) emissive = pow2(emissive * emissive) * 0.01;
else emissive = emissive * 0.1;
#else
emissive = dot(albedoP, albedoP) * 0.1;
#endif
vec3 emissiveLighting = albedo.rgb * emissive * 20.0 * EMISSIVE_MULTIPLIER;
albedo.rgb *= emissiveLighting;
albedo.a *= albedo.a * albedo.a;
#if MC_VERSION < 10800
albedo.a = max(albedo.a, 0.101);
albedo.rgb *= 0.125;
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(0.0, 170.0, 170.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
/* DRAWBUFFERS:03 */
gl_FragData[0] = albedo;
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
#if defined ADV_MAT && defined REFLECTION_SPECULAR
/* DRAWBUFFERS:0361 */
gl_FragData[2] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
#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
#ifdef WORLD_CURVATURE
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
#endif
//Includes//
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
#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 AA > 1
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif