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

348 lines
9.1 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 normal;
varying vec3 sunVec, upVec;
varying vec4 color;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
#ifndef NO_PARTICLES
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
#ifdef DYNAMIC_SHADER_LIGHT
uniform int heldItemId, heldItemId2;
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif
uniform float isEyeInCave;
uniform float blindFactor;
uniform float far;
uniform float frameTimeCounter;
uniform float nightVision;
uniform float rainStrengthS;
uniform float screenBrightness;
uniform float viewWidth, viewHeight;
uniform float eyeAltitude;
uniform ivec2 eyeBrightnessSmooth;
uniform ivec2 atlasSize;
uniform vec3 skyColor;
uniform vec3 fogColor;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
#if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT || defined END || (defined NETHER && defined NETHER_SMOKE)
uniform sampler2D noisetex;
#endif
#if !defined COMPATIBILITY_MODE && MC_VERSION >= 11700
uniform ivec4 blendFunc;
#endif
#ifdef COLORED_LIGHT
uniform sampler2D colortex9;
#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
#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/skyColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/color/waterColor.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#if MC_VERSION >= 11500
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#endif
#if (defined END && defined ENDER_NEBULA) || (defined NETHER && defined NETHER_SMOKE)
#include "/lib/atmospherics/skyboxEffects.glsl"
#include "/lib/util/dither.glsl"
#endif
#include "/lib/atmospherics/fog.glsl"
#endif
#endif
//Program//
void main() {
vec4 albedo = vec4(0.0);
vec3 vlAlbedo = vec3(1.0);
#ifndef SEVEN
float textured = 1.0;
#else
float textured = 0.0;
#endif
#ifndef NO_PARTICLES
vec4 albedoP = texture2D(texture, texCoord);
albedo = albedoP * color;
float skymapMod = 0.0;
if (albedo.a > 0.0) {
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
vec3 viewPos = ScreenToView(screenPos);
vec3 worldPos = ViewToWorld(viewPos);
vec3 nViewPos = normalize(viewPos.xyz);
float NdotU = dot(nViewPos, upVec);
float lViewPos = length(viewPos);
#ifdef SEVEN
textured = float(lViewPos < 10.0); // Fixes the Twilight Forest skybox messing with TAA
#endif
float emissive = 0.0;
#ifdef COMPBR
if (atlasSize.x < 900.0) { // We don't want to detect particles from the block atlas
float lAlbedo = length(albedo.rgb);
vec3 gamePos = worldPos + cameraPosition;
if (albedo.b > 1.15 * (albedo.r + albedo.g) && albedo.g > albedo.r * 1.25 && albedo.g < 0.425 && albedo.b > 0.75) // Water Particle
albedo.rgb = waterColorSqrt.rgb * 1.1 * lAlbedo;
else if (albedo.r == albedo.g && albedo.r - 0.5 * albedo.b < 0.06) { // Underwater Particle
if (isEyeInWater == 1) {
albedo.rgb = waterColorSqrt.rgb * 1.1 * lAlbedo;
if (fract(gamePos.r + gamePos.g + gamePos.b) > 0.2) discard;
}
}
else if (color.a < 0.99 && lAlbedo < 1.0) // Campfire Smoke, World Border
albedo.a *= 0.2, textured = 0.0;
else if (max(abs(albedoP.r - albedoP.b), abs(albedoP.b - albedoP.g)) < 0.001) { // Grayscale Particles
if (lAlbedo > 0.5 && color.g < 0.5 && color.b > color.r * 1.1 && color.r > 0.3) // Ender Particle, Crying Obsidian Drop
emissive = max(pow(albedo.r, 5.0), 0.1);
if (lAlbedo > 0.5 && color.g < 0.5 && color.r > (color.g + color.b) * 3.0) // Redstone Particle
lightmap = vec2(0.0), emissive = max(pow(albedo.r, 5.0), 0.1);
}
//albedo.rgb = vec3(1.0, 0.0, 1.0);
}
#endif
#if !defined COMPATIBILITY_MODE && MC_VERSION >= 11700
if (blendFunc == ivec4(770, 1, 1, 0)) { // World Border
albedo.a = albedoP.a * color.a * 0.2;
lightmap = vec2(1.0);
}
#endif
#ifdef EXTRA_PARTICLE_EMISSION
if (atlasSize.x < 900.0) {
if (color.r + color.g + color.b < 2.99) {
emissive = 1.0;
}
}
#endif
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.5);
#endif
float NdotL = 1.0;
NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0);
quarterNdotU*= quarterNdotU;
vec3 shadow = vec3(0.0);
vec3 lightAlbedo = vec3(0.0);
GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, lViewPos, worldPos, lightmap, 1.0, NdotL, 1.0,
1.0, emissive, 0.0, 0.0, 1.0);
#ifndef COMPATIBILITY_MODE
albedo.rgb *= 2.0;
#endif
#ifdef PARTICLE_VISIBILITY
if (lViewPos < 2.0) albedo.a *= smoothstep(0.7, 2.0, lViewPos) + 0.0002;
#endif
#if MC_VERSION >= 11500
vlAlbedo = mix(vec3(1.0), albedo.rgb, sqrt1(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
if (atlasSize.x > 5.0) { // No Fog On Journey Map Waypoints
vec3 extra = vec3(0.0);
#if defined NETHER && defined NETHER_SMOKE
float dither = Bayer64(gl_FragCoord.xy);
extra = DrawNetherSmoke(viewPos.xyz, dither, pow((netherCol * 2.5) / NETHER_I, vec3(2.2)) * 4);
#endif
#if defined END && defined ENDER_NEBULA
float dither = Bayer64(gl_FragCoord.xy);
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);
}
#endif
} else discard;
#endif
#if defined TWO && !defined PARTICLE_VISIBILITY
albedo.a = 1.0;
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(255.0, 170.0, 0.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.2;
#endif
/* DRAWBUFFERS:017 */
gl_FragData[0] = albedo;
gl_FragData[1] = vec4(vlAlbedo, 1.0);
gl_FragData[2] = vec4(textured, 1.0, 1.0, 1.0);
#if defined ADV_MAT && defined REFLECTION_SPECULAR && MC_VERSION < 11500
/* DRAWBUFFERS:01736 */
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[4] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
#ifndef NO_PARTICLES
//Uniforms//
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
//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
//Common Functions//
//Includes//
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
#endif
//Program//
void main() {
#ifndef NO_PARTICLES
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);
color = gl_Color;
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);
#ifdef WORLD_CURVATURE
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
position.y -= WorldCurvature(position.xz);
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#else
gl_Position = ftransform();
#endif
#ifdef COMPBR
if (mc_Entity.x == 12101) // Tripwire
lmCoord.x *= 0.9;
#endif
#ifdef FLICKERING_FIX
gl_Position.z -= 0.000002;
#endif
#else
gl_Position = vec4(0.0);
#endif
}
#endif