first commit
This commit is contained in:
@@ -0,0 +1,236 @@
|
||||
/*----------------------------------------------------------------------------------------------
|
||||
_____ _____
|
||||
( ___ ) ( ___ )
|
||||
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| |
|
||||
| | ██╗ ██╗███╗ ██╗██╗███████╗ ██████╗ ██████╗ ███╗ ███╗███████╗ | |
|
||||
| | ██║ ██║████╗ ██║██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔════╝ | |
|
||||
| | ██║ ██║██╔██╗ ██║██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████╗ | |
|
||||
| | ██║ ██║██║╚██╗██║██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║╚════██║ | |
|
||||
| | ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║ | |
|
||||
| | ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ | |
|
||||
|___|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|___|
|
||||
(_____) (thanks to isuewo and SpacEagle17) (_____)
|
||||
|
||||
---------------------------------------------------------------------------------------------*/
|
||||
uniform bool isRightHanded = true;
|
||||
uniform bool heavyFog = false;
|
||||
uniform bool firstPersonCamera = true;
|
||||
uniform bool is_invisible = false;
|
||||
|
||||
uniform int renderStage;
|
||||
uniform int blockEntityId;
|
||||
uniform int currentRenderedItemId;
|
||||
uniform int entityId;
|
||||
uniform int frameCounter;
|
||||
uniform int heldBlockLightValue;
|
||||
uniform int heldBlockLightValue2;
|
||||
uniform int heldItemId;
|
||||
uniform int heldItemId2;
|
||||
uniform int isEyeInWater;
|
||||
uniform int moonPhase;
|
||||
uniform int worldTime;
|
||||
uniform int worldDay;
|
||||
#if MC_VERSION > 11800 && defined OVERWORLD
|
||||
uniform int bedrockLevel = -64;
|
||||
#else
|
||||
uniform int bedrockLevel = 0;
|
||||
#endif
|
||||
uniform int hideGUI;
|
||||
|
||||
uniform float aspectRatio;
|
||||
uniform float blindness;
|
||||
uniform float darknessFactor;
|
||||
uniform float darknessLightFactor;
|
||||
uniform float maxBlindnessDarkness;
|
||||
uniform float eyeAltitude;
|
||||
uniform float frameTime;
|
||||
#ifdef FROZEN_TIME
|
||||
float frameTimeCounter = 10;
|
||||
#else
|
||||
uniform float frameTimeCounter;
|
||||
#endif
|
||||
uniform float far;
|
||||
uniform float near;
|
||||
uniform float nightVision;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float viewHeight;
|
||||
uniform float viewWidth;
|
||||
uniform float wetness;
|
||||
uniform float sunAngle;
|
||||
uniform float playerMood;
|
||||
uniform float cloudHeight = 192.0;
|
||||
uniform float currentPlayerArmor = 0.0;
|
||||
|
||||
uniform ivec2 atlasSize;
|
||||
uniform ivec2 eyeBrightness;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
|
||||
uniform vec3 cameraPosition;
|
||||
uniform vec3 fogColor;
|
||||
uniform vec3 previousCameraPosition;
|
||||
uniform vec3 skyColor;
|
||||
uniform vec3 eyePosition;
|
||||
uniform vec3 relativeEyePosition;
|
||||
|
||||
uniform vec4 entityColor;
|
||||
uniform vec4 lightningBoltPosition = vec4(0);
|
||||
|
||||
uniform mat4 gbufferModelView;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform mat4 gbufferPreviousModelView;
|
||||
uniform mat4 gbufferPreviousProjection;
|
||||
uniform mat4 shadowModelView;
|
||||
uniform mat4 shadowModelViewInverse;
|
||||
uniform mat4 shadowProjection;
|
||||
uniform mat4 shadowProjectionInverse;
|
||||
|
||||
uniform sampler2D colortex0;
|
||||
uniform sampler2D colortex1;
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex5;
|
||||
uniform sampler2D colortex6;
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D colortex8;
|
||||
#ifdef SS_BLOCKLIGHT
|
||||
uniform sampler2D colortex9;
|
||||
uniform sampler2D colortex10;
|
||||
#endif
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
uniform sampler2D depthtex2;
|
||||
uniform sampler2D gaux2;
|
||||
uniform sampler2D gaux4;
|
||||
uniform sampler2D normals;
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D specular;
|
||||
uniform sampler2D tex;
|
||||
|
||||
#if (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009) && defined FINAL
|
||||
uniform sampler2D epWatermark;
|
||||
#endif
|
||||
|
||||
uniform ivec3 cameraPositionInt;
|
||||
uniform ivec3 previousCameraPositionInt;
|
||||
uniform vec3 cameraPositionFract;
|
||||
uniform vec3 previousCameraPositionFract;
|
||||
|
||||
#ifdef IS_IRIS
|
||||
#if MC_VERSION >= 12109
|
||||
uniform float endFlashIntensity;
|
||||
uniform vec3 endFlashPosition;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if SHADOW_QUALITY > -1 || defined LIGHTSHAFTS_ACTIVE || defined FF_BLOCKLIGHT
|
||||
uniform sampler2D shadowcolor0;
|
||||
uniform sampler2D shadowcolor1;
|
||||
|
||||
uniform sampler2DShadow shadowtex1;
|
||||
|
||||
#ifdef COMPOSITE1
|
||||
uniform sampler2D shadowtex0;
|
||||
#else
|
||||
uniform sampler2DShadow shadowtex0;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
uniform int dhRenderDistance;
|
||||
|
||||
uniform mat4 dhProjection;
|
||||
uniform mat4 dhProjectionInverse;
|
||||
|
||||
uniform sampler2D dhDepthTex;
|
||||
uniform sampler2D dhDepthTex1;
|
||||
|
||||
uniform float dhNearPlane;
|
||||
uniform float dhFarPlane;
|
||||
#endif
|
||||
|
||||
#if !defined DH_TERRAIN && !defined DH_WATER
|
||||
uniform mat4 gbufferProjection;
|
||||
uniform mat4 gbufferProjectionInverse;
|
||||
#else
|
||||
mat4 gbufferProjection = dhProjection;
|
||||
mat4 gbufferProjectionInverse = dhProjectionInverse;
|
||||
#endif
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0 || defined END_PORTAL_BEAM_INTERNAL
|
||||
uniform usampler3D voxel_sampler;
|
||||
uniform sampler3D floodfill_sampler;
|
||||
uniform sampler3D floodfill_sampler_copy;
|
||||
#endif
|
||||
|
||||
#ifdef PUDDLE_VOXELIZATION
|
||||
uniform usampler2D puddle_sampler;
|
||||
#endif
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
|
||||
uniform sampler2D textureAtlas;
|
||||
|
||||
uniform usampler3D wsr_sampler;
|
||||
|
||||
#if WORLD_SPACE_PLAYER_REF == 1
|
||||
uniform sampler2D playerAtlas_sampler;
|
||||
#endif
|
||||
|
||||
#ifdef CLOUD_SHADOWS
|
||||
uniform sampler2D cloudWaterTex;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef ACT_GROUND_LEAVES_FIX
|
||||
uniform usampler3D leaves_sampler;
|
||||
#endif
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
___ _ _ ___ _____ ___ __ __ _ _ _ _ ___ ___ ___ ___ __ __ ___
|
||||
/ __| | | / __|_ _/ _ \| \/ | | | | | \| |_ _| __/ _ \| _ \ \/ / __|
|
||||
| (__| |_| \__ \ | || (_) | |\/| | | |_| | .` || || _| (_) | / |\/| \__ \
|
||||
\___|\___/|___/ |_| \___/|_| |_| \___/|_|\_|___|_| \___/|_|_\_| |_|___/
|
||||
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
uniform bool isOnGround = true;
|
||||
|
||||
uniform float framemod2;
|
||||
uniform float framemod4;
|
||||
uniform float framemod8;
|
||||
uniform float framemod600;
|
||||
uniform float isEyeInCave;
|
||||
uniform float inDry;
|
||||
uniform float inRainy;
|
||||
uniform float inSnowy;
|
||||
uniform float starter;
|
||||
uniform float frameTimeSmooth;
|
||||
uniform float eyeBrightnessM;
|
||||
uniform float eyeBrightnessM2;
|
||||
uniform float rainFactorUniform;
|
||||
uniform float inBasaltDeltas = 0.0;
|
||||
uniform float inCrimsonForest = 0.0;
|
||||
uniform float inNetherWastes = 1.0;
|
||||
uniform float inSoulValley = 0.0;
|
||||
uniform float inWarpedForest = 0.0;
|
||||
uniform float inPaleGarden = 0.0;
|
||||
uniform float isSneaking = 1.0;
|
||||
uniform float isSprinting = 0.0;
|
||||
uniform float inLushCave = 0.0;
|
||||
uniform float inSand = 0.0;
|
||||
uniform float inRedSand;
|
||||
uniform float lightningFlashOptifine;
|
||||
uniform float inForest;
|
||||
uniform float shaderStart;
|
||||
uniform float shaderStartSmooth;
|
||||
uniform float inVanillaEnd = 1.0;
|
||||
uniform float isShockwave = 1.0;
|
||||
uniform float eyeBrightnessXM;
|
||||
uniform float eyeBrightnessXM2;
|
||||
uniform float waterAltitude = 61.9;
|
||||
uniform float inJungle = 0.0;
|
||||
uniform float thunderFactor = 0.0;
|
||||
|
||||
uniform vec2 viewSize;
|
||||
uniform vec2 texelSize;
|
||||
Reference in New Issue
Block a user