first commit

This commit is contained in:
Leonid Pershin
2026-05-07 21:38:27 +03:00
commit 84fb173ea8
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//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/materials.glsl"
#include "/lib/shaderSettings/SSAO.glsl"
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
flat in int mat;
in vec2 lmCoord;
flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 normal;
in vec3 playerPos;
in vec4 glColor;
//Pipeline Constants//
//Common Variables//
float NdotU = dot(normal, upVec);
float NdotUmax0 = max(NdotU, 0.0);
float SdotU = dot(sunVec, upVec);
float sunFactor = SdotU < 0.0 ? clamp(SdotU + 0.375, 0.0, 0.75) / 0.75 : clamp(SdotU + 0.03125, 0.0, 0.0625) / 0.0625;
float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
float sunVisibility2 = sunVisibility * sunVisibility;
float shadowTimeVar1 = abs(sunVisibility - 0.5) * 2.0;
float shadowTimeVar2 = shadowTimeVar1 * shadowTimeVar1;
float shadowTime = shadowTimeVar2 * shadowTimeVar2;
vec2 lmCoordM = lmCoord;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/util/dither.glsl"
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#ifdef ACT_GROUND_LEAVES_FIX
#include "/lib/voxelization/leavesVoxelization.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#define GBUFFERS_TERRAIN
#include "/lib/lighting/mainLighting.glsl"
#undef GBUFFERS_TERRAIN
#ifdef SNOWY_WORLD
#include "/lib/materials/materialMethods/snowyWorld.glsl"
#endif
#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoise.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
//Program//
void main() {
vec4 color = vec4(glColor.rgb, 1.0);
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
#ifdef TAA
vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ScreenToView(screenPos);
#endif
float lViewPos = length(playerPos);
vec3 nViewPos = normalize(viewPos);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
vec3 worldPos = playerPos + cameraPosition;
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
#ifdef ATM_COLOR_MULTS
atmColorMult = GetAtmColorMult();
sqrtAtmColorMult = sqrt(atmColorMult);
#endif
bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false;
int subsurfaceMode = 0;
float smoothnessG = 0.0, smoothnessD = 0.0, highlightMult = 1.0, emission = 0.0, snowFactor = 1.0, snowMinNdotU = 0.0, noPuddles = 0.0;
vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0), maRecolor = vec3(0.0);
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
float overlayNoiseIntensity = 1.0;
float snowNoiseIntensity = 1.0;
float sandNoiseIntensity = 1.0;
float mossNoiseIntensity = 1.0;
float overlayNoiseTransparentOverwrite = 0.0;
float overlayNoiseEmission = 1.0;
float IPBRMult = 1.0;
bool isFoliage = false;
vec3 dhColor = color.rgb;
float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
float lavaNoiseIntensity = LAVA_NOISE_INTENSITY;
float dhSSAOBrightnessBoost = 1.05;
if (mat == DH_BLOCK_LEAVES) {
#include "/lib/materials/specificMaterials/terrain/leaves.glsl"
dhSSAOBrightnessBoost = 1.35; // make brighter to compensate SSAO
} else if (mat == DH_BLOCK_GRASS) {
smoothnessG = pow2(color.g) * 0.85;
dhSSAOBrightnessBoost = mix(1.0, 1.2, 1.0 - clamp01(dot(worldGeoNormal, ViewToPlayer(upVec)))); // only make brighter on the sides
} else if (mat == DH_BLOCK_SNOW) {
#include "/lib/materials/specificMaterials/terrain/snow.glsl"
dhSSAOBrightnessBoost = 1.19;
} else if (mat == DH_BLOCK_LAVA) {
#include "/lib/materials/specificMaterials/terrain/lava.glsl"
#ifndef NETHER
color.rgb *= 0.75;
#else
color.rgb *= 0.89;
#endif
dhSSAOBrightnessBoost = 0.9;
} else if (mat == DH_BLOCK_ILLUMINATED) {
emission = 2.5;
snowNoiseIntensity = 0.0;
sandNoiseIntensity = 0.2;
mossNoiseIntensity = 0.2;
dhSSAOBrightnessBoost = 1.2;
}
#if SSAO_QUALI > 0
color.rgb *= dhSSAOBrightnessBoost;
#endif
#ifdef SNOWY_WORLD
DoSnowyWorld(color, smoothnessG, highlightMult, smoothnessD, emission,
playerPos, lmCoord, snowFactor, snowMinNdotU, NdotU, subsurfaceMode);
#endif
vec3 playerPosAlt = ViewToPlayer(viewPos); // AMD has problems with vertex playerPos and DH
float lengthCylinder = max(length(playerPosAlt.xz), abs(playerPosAlt.y));
highlightMult *= 0.5 + 0.5 * pow2(1.0 - smoothstep(far, far * 1.5, lengthCylinder));
color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder);
if (color.a < min(dither, 1.0)) discard;
vec3 noisePos = floor((playerPos + cameraPosition) * 4.0 + 0.001) / 32.0;
float noiseTexture = Noise3D(noisePos) + 0.5;
float noiseFactor = max0(1.0 - 0.3 * dot(color.rgb, color.rgb));
color.rgb *= pow(noiseTexture, 0.6 * noiseFactor);
#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#define GBUFFERS_TERRAIN
#include "/lib/materials/overlayNoiseApply.glsl"
#undef GBUFFERS_TERRAIN
#endif
#if SEASONS > 0
#define GBUFFERS_TERRAIN
#include "/lib/materials/seasons.glsl"
#undef GBUFFERS_TERRAIN
#endif
#if MONOTONE_WORLD > 0
#if MONOTONE_WORLD == 1
color.rgb = vec3(1.0);
#elif MONOTONE_WORLD == 2
color.rgb = vec3(0.0);
#else
color.rgb = vec3(0.5);
#endif
#endif
#ifdef SS_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
#endif
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, false,
enderDragonDead);
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = gl_FragData[1] = vec4(smoothnessG, 0.0, 0.0, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission));
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, 0.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out int mat;
out vec2 lmCoord;
flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 normal;
out vec3 playerPos;
out vec4 glColor;
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#ifdef WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
gl_Position = ftransform();
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
mat = dhMaterialId;
lmCoord = GetLightMapCoordinates();
normal = normalize(gl_NormalMatrix * gl_Normal);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
sunVec = GetSunVector();
playerPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz;
glColor = gl_Color;
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
#ifdef MIRROR_DIMENSION
doMirrorDimension(position);
#endif
#ifdef WORLD_CURVATURE
position.y += doWorldCurvature(position.xz);
#endif
#ifdef WAVE_EVERYTHING
DoWaveEverything(position.xyz);
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#endif
}
#endif