first commit

This commit is contained in:
Leonid Pershin
2026-05-07 21:38:27 +03:00
commit 84fb173ea8
3949 changed files with 564326 additions and 0 deletions
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//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/clouds.glsl"
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
#if CLOUD_STYLE_DEFINE == 50
// We use CLOUD_STYLE_DEFINE instead of CLOUD_STYLE in this file because Optifine can't use generated defines for pipeline stuff
in vec2 texCoord;
flat in vec3 upVec, sunVec;
in vec4 glColor;
#endif
//Pipeline Constants//
//Common Variables//
#if CLOUD_STYLE_DEFINE == 50
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;
#endif
//Common Functions//
//Includes//
#if CLOUD_STYLE_DEFINE == 50
#include "/lib/colors/skyColors.glsl"
#include "/lib/util/spaceConversion.glsl"
#if defined TAA && (defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE)
#include "/lib/antialiasing/jitter.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
#ifdef AURORA_INFLUENCE
#include "/lib/atmospherics/auroraBorealis.glsl"
#endif
#endif
//Program//
void main() {
#if CLOUD_STYLE_DEFINE != 50
discard;
#else
vec4 color = texture2D(tex, texCoord) * glColor;
vec4 translucentMult = vec4(mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a), 1.0);
#if defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE
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
vec3 playerPos = ViewToPlayer(viewPos);
float xzMaxDistance = max(abs(playerPos.x), abs(playerPos.z));
#if MC_VERSION < 12106
float cloudDistance = 375.0;
#else
float cloudDistance = 2000.0;
#endif
cloudDistance = clamp((cloudDistance - xzMaxDistance) / cloudDistance, 0.0, 1.0);
color.a *= clamp01(cloudDistance * 3.0);
#endif
color.a *= CLOUD_TRANSPARENCY;
#ifdef OVERWORLD
vec3 cloudLight = mix(vec3(0.8, 1.6, 1.5) * sqrt1(nightFactor), mix(dayDownSkyColor, dayMiddleSkyColor, 0.1), sunFactor);
#if RAINBOW_CLOUD != 0
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
wpos /= (abs(wpos.y) + length(wpos.xz));
cloudLight *= getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.3, 0.05);
#endif
#ifdef AURORA_INFLUENCE
color.rgb = getAuroraAmbientColor(color.rgb, viewPos, 0.096, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.7);
#endif
color.rgb *= sqrt(cloudLight) * (1.2 + 0.4 * noonFactor * invRainFactor);
#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
color.rgb *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
#endif
#ifdef ATM_COLOR_MULTS
color.rgb *= sqrt(GetAtmColorMult()); // C72380KD - Reduced atmColorMult impact on things
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
color.rgb *= moonPhaseInfluence;
#endif
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:063 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[2] = vec4(1.0 - translucentMult.rgb, translucentMult.a);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
#if CLOUD_STYLE_DEFINE == 50
out vec2 texCoord;
flat out vec3 upVec, sunVec;
out vec4 glColor;
#endif
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
#if CLOUD_STYLE_DEFINE == 50
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#endif
//Program//
void main() {
#if CLOUD_STYLE_DEFINE != 50
gl_Position = vec4(-1.0);
#else
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
glColor = gl_Color;
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
#endif
}
#endif