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"
#define BEACON_BEAM_EMISSION 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0]
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
in vec2 texCoord;
flat in vec3 upVec, sunVec;
in vec4 glColor;
//Pipeline Constants//
//Common Variables//
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;
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/atmospherics/fog/mainFog.glsl"
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
//Program//
void main() {
vec4 color = texture2D(tex, texCoord);
vec3 colorP = color.rgb;
color *= glColor;
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
#ifdef DISTANT_HORIZONS
vec3 screenPosDH = vec3(screenPos.xy, texture2D(dhDepthTex, screenPos.xy).r);
#ifdef TAA
vec3 viewPosDH = ScreenToViewDH(vec3(TAAJitter(screenPosDH.xy, -0.5), screenPosDH.z));
#else
vec3 viewPosDH = ScreenToViewDH(screenPosDH);
#endif
if (viewPos.z < viewPosDH.z)
discard;
#endif
float lViewPos = length(viewPos);
vec3 nViewPos = normalize(viewPos);
vec3 playerPos = ViewToPlayer(viewPos);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
#ifdef ATM_COLOR_MULTS
atmColorMult = GetAtmColorMult();
#endif
float emission = 1.0;
#ifdef IPBR
emission = dot(colorP, colorP);
if (0.5 > color.a && color.a > 0.01) {
color.a = 0.101;
emission = pow2(pow2(emission)) * 0.1;
}
emission *= BEACON_BEAM_EMISSION;
color.rgb *= color.rgb * emission * 1.75;
color.rgb += emission * 0.05;
#else
color.rgb *= color.rgb * 4.0 * BEACON_BEAM_EMISSION;
#endif
#ifdef SS_BLOCKLIGHT
vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
#endif
color.rgb *= 0.5 + 0.5 * exp(-lViewPos * 0.04);
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
// We do fog here as well because the outer layer of the beam has broken depth in later programs
float sky = 0.0;
#ifndef NETHER
if (playerPos.y > 0.0) {
playerPos.y = pow(playerPos.y / far, 0.15) * far;
}
#endif
float prevAlpha = color.a;
DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
color.a = prevAlpha * (1.0 - sky);
if (color.a < 0.2 * dither) discard;
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, 1);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
out vec2 texCoord;
flat out vec3 upVec, sunVec;
out vec4 glColor;
//Attributes//
#if defined ATLAS_ROTATION || defined WAVE_EVERYTHING
attribute vec4 mc_midTexCoord;
vec2 lmCoord = GetLightMapCoordinates();
#endif
//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
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
#endif
#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
glColor = gl_Color;
}
#endif