Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/gbuffers_clouds.glsl
2025-08-23 05:20:14 +02:00

260 lines
7.0 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
#if !defined CLOUDS && defined OVERWORLD
varying vec2 texCoord;
varying vec3 normal;
varying vec3 sunVec, upVec;
varying vec4 color;
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
#if !defined CLOUDS && defined OVERWORLD
uniform int isEyeInWater;
uniform float rainStrengthS;
uniform float screenBrightness;
uniform float viewWidth, viewHeight;
uniform float far;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 skyColor;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
#if AA > 1
uniform int frameCounter;
#endif
#endif
//Common Variables//
#if !defined CLOUDS && defined OVERWORLD
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);
#endif
//Includes//
#if !defined CLOUDS && defined OVERWORLD
#include "/lib/util/spaceConversion.glsl"
#include "/lib/color/lightColor.glsl"
#include "/lib/color/skyColor.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(){
#if !defined CLOUDS && defined OVERWORLD
vec4 albedo = vec4(1.0, 1.0, 1.0, texture2D(texture, texCoord.xy).a);
vec3 cloudTex = texture2D(texture, texCoord.xy).rgb;
albedo.rgb = pow(albedo.rgb * cloudTex, vec3(2.2));
float timeBrightnessS = 1.0 - timeBrightness;
timeBrightnessS = 1.0 - timeBrightnessS * timeBrightnessS;
if (rainStrengthS < 1.0) albedo.rgb *= lightCol * sky_ColorSqrt * (0.5 + 0.15 * timeBrightnessS);
float sunVisibility2 = sunVisibility * sunVisibility;
if (rainStrengthS > 0.0) {
vec3 rainColor = weatherCol*weatherCol * (0.002 + 0.03 * timeBrightnessS + 0.02 * sunVisibility2);
albedo.rgb = mix(albedo.rgb, rainColor * cloudTex, rainStrengthS);
}
if (albedo.a > 0.1) {
albedo.a = CLOUD_OPACITY;
albedo.a *= albedo.a;
}
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);
#ifdef FOG1
float lWorldPos = max(abs(worldPos.x), abs(worldPos.z));
float cloudDistance = 375.0;
cloudDistance = clamp((cloudDistance - lWorldPos) / cloudDistance, 0.0, 1.0);
if (cloudDistance < 0.00001) discard;
albedo.a *= min(cloudDistance * 3.0, 1.0);
#endif
vec3 nViewPos = normalize(viewPos.xyz);
float NdotU = dot(nViewPos, upVec);
float cosS = dot(nViewPos, sunVec);
float scattering = 0.5 * sunVisibility2 * pow(cosS * 0.5 * (2.0 * sunVisibility - 1.0) + 0.5, 6.0);
//scattering *= scattering;
albedo.rgb *= 1.0 + scattering * (1.0 - rainStrengthS * 0.8);
float meFactorP = min((1.0 - min(moonBrightness, 0.6) / 0.6) * 0.115, 0.075);
vec3 meColor = vec3(0.0);
if (cosS > 0.0) {
float meNdotU = 1.0 - abs(NdotU);
float meFactor = meFactorP * meNdotU * cosS * meNdotU * 12.0 * (1.0 - rainStrengthS);
meColor = mix(lightMorning, lightEvening, mefade);
meColor *= meColor;
meColor *= meColor;
meColor *= meFactor * meFactor;
}
albedo.rgb += meColor * 0.25;
float height = worldPos.y + cameraPosition.y;
float cloudHeightFactor = 0.0;
bool doFancyClouds = false;
if (height < 134.0) {
cloudHeightFactor = clamp(height - 127.85, 0.0, 5.0) / 5.0;
doFancyClouds = true;
} else if (height < 199.0 && height > 190.0) {
cloudHeightFactor = clamp(height - 191.85, 0.0, 5.0) / 5.0;
doFancyClouds = true;
}
if (doFancyClouds) {
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
float shadowTime = abs(sunVisibility - 0.5) * 2.0;
shadowTime *= shadowTime;
lightVec *= shadowTime * shadowTime;
float NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
albedo.rgb *= 1.0 + NdotL * 0.5;
cloudHeightFactor = pow(cloudHeightFactor, 2.0 - NdotL);
cloudHeightFactor *= 1.0 + 3.0 * sqrt1(moonBrightness) * (1.0 - rainStrengthS);
float quarterNdotU = dot(normal, upVec);
if (quarterNdotU > 0.0) albedo.rgb *= 1.0 - 0.25 * quarterNdotU;
else albedo.rgb *= 1.0 + 0.15 * quarterNdotU;
albedo.rgb *= 0.5 + (0.25 + 0.75 * (1.0 - rainStrengthS) * sunVisibility2) * cloudHeightFactor;
} else {
float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0);
albedo.rgb *= quarterNdotU;
}
vec3 vlAlbedo = mix(vec3(1.0), albedo.rgb, sqrt1(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
#else
discard;
vec4 albedo = vec4(1.0);
vec3 vlAlbedo = vec3(1.0);
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(255.0, 255.0, 255.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 2.0;
#endif
/* DRAWBUFFERS:01 */
gl_FragData[0] = albedo;
gl_FragData[1] = vec4(vlAlbedo, 1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
#if !defined CLOUDS && defined OVERWORLD
#if AA == 2 || AA == 3
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#endif
#if AA == 4
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#endif
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
#endif
//Common Variables//
#if !defined CLOUDS && defined OVERWORLD
#ifdef OVERWORLD
#ifdef OVERWORLD
float timeAngleM = timeAngle;
#else
#if !defined SEVEN && !defined SEVEN_2
float timeAngleM = 0.25;
#else
float timeAngleM = 0.5;
#endif
#endif
#else
float timeAngleM = 0.25;
#endif
#endif
//Includes//
#if !defined CLOUDS && defined OVERWORLD
#if AA == 2 || AA == 3
#include "/lib/util/jitter.glsl"
#endif
#if AA == 4
#include "/lib/util/jitter2.glsl"
#endif
#endif
//Program//
void main(){
#if !defined CLOUDS && defined OVERWORLD
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
normal = normalize(gl_NormalMatrix * gl_Normal);
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);
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
position.xz -= vec2(88.0);
float height = position.y + cameraPosition.y;
if (height > 193.0) position.y += 2.0;
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#if AA > 1
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
#else
gl_Position = vec4(0.0);
return;
#endif
}
#endif