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 // Can't be filled with white spaces because of Physics Mod detection
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
#extension GL_ARB_derivative_control : enable
#ifdef GL_ARB_derivative_control
#define USE_FINE_DERIVATIVES
#endif
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/water.glsl"
#include "/lib/shaderSettings/shockwave.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
#define WAVING_WATER_VERTEX
#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;
flat in int blockLightEmission;
in vec2 texCoord;
#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
vec2 lmCoord;
#else
in vec2 lmCoord;
#endif
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 playerPos;
in vec3 normal;
in vec3 viewVector;
in vec3 atMidBlock;
in vec3 blockUV;
in vec4 glColor;
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
flat in vec3 binormal, tangent;
#endif
#ifdef POM
in vec4 vTexCoordAM;
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
flat in float chunkFade;
#endif
//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;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
#endif
//Common Functions//
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
void DoTranslucentTweaks(vec4 color, inout float fresnelM, inout float reflectMult, float lViewPos) {
float tweakDistance = 128.0;
float tweakIntensity = 0.5;
float factor = tweakIntensity * smoothstep(0.0, tweakDistance, lViewPos);
fresnelM = mix(fresnelM, 1.0, factor);
reflectMult = mix(reflectMult, reflectMult / color.a, factor);
}
//Includes//
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#include "/lib/atmospherics/fog/mainFog.glsl"
#if defined OVERWORLD_BEAMS && defined OVERWORLD
float vlFactor = 0.0;
#endif
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#endif
#if !defined ATMOSPHERIC_FOG && !defined BORDER_FOG
#include "/lib/colors/skyColors.glsl"
#endif
#if WATER_REFLECT_QUALITY >= 0 && defined SKY_EFFECT_REFLECTION && defined OVERWORLD && AURORA_STYLE > 0
#include "/lib/atmospherics/auroraBorealis.glsl"
#endif
#if WATER_REFLECT_QUALITY >= 0
#if defined SKY_EFFECT_REFLECTION && defined OVERWORLD
#include "/lib/atmospherics/stars.glsl"
#if NIGHT_NEBULAE == 1
#include "/lib/atmospherics/nightNebula.glsl"
#endif
#ifdef VL_CLOUDS_ACTIVE
#include "/lib/atmospherics/clouds/mainClouds.glsl"
#endif
#endif
#include "/lib/materials/materialMethods/reflections.glsl"
#endif
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || WATER_STYLE >= 2
#include "/lib/util/miplevel.glsl"
#endif
#ifdef GENERATED_NORMALS
#include "/lib/materials/materialMethods/generatedNormals.glsl"
#endif
#if IPBR_EMISSIVE_MODE != 1
#include "/lib/materials/materialMethods/customEmission.glsl"
#endif
#ifdef CUSTOM_PBR
#include "/lib/materials/materialHandling/customMaterials.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 PORTAL_EDGE_EFFECT
#include "/lib/voxelization/lightVoxelization.glsl"
#endif
#ifdef CONNECTED_GLASS_EFFECT
#include "/lib/materials/materialMethods/connectedGlass.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoise.glsl"
#endif
#if PIXEL_WATER > 0
#include "/lib/materials/materialMethods/waterProcedureTexture.glsl"
#endif
#if SHOCKWAVE > 0
#include "/lib/misc/shockwave.glsl"
#endif
#include "/lib/atmospherics/fog/endCenterFog.glsl"
//Program//
void main() {
#if SHOCKWAVE > 0
vec4 colorP = doShockwave(playerPos + relativeEyePosition, texCoord);
#else
vec4 colorP = texture2D(tex, texCoord);
#endif
#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
float ao;
vec4 overlayColor;
clrwl_computeFragment(colorP, colorP, lmCoord, ao, overlayColor);
vec4 color = mix(colorP, overlayColor, overlayColor.a);
lmCoord = clamp((lmCoord - 1.0 / 32.0) * 32.0 / 30.0, 0.0, 1.0);
#else
vec4 color = colorP * vec4(glColor.rgb, 1.0);
#endif
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(viewPos);
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
#ifdef DISTANT_HORIZONS
if (getDHFadeFactor(playerPos) < dither) {
discard;
}
#endif
#ifdef LIGHT_COLOR_MULTS
lightColorMult = GetLightColorMult();
#endif
#ifdef ATM_COLOR_MULTS
atmColorMult = GetAtmColorMult();
sqrtAtmColorMult = sqrt(atmColorMult);
#endif
float overlayNoiseIntensity = 1.0;
float snowNoiseIntensity = 1.0;
float sandNoiseIntensity = 1.0;
float mossNoiseIntensity = 1.0;
float overlayNoiseTransparentOverwrite = 0.0;
float overlayNoiseAlpha = 1.0;
float overlayNoiseFresnelMult = 1.0;
float IPBRMult = 1.0;
bool isFoliage = false;
vec3 dhColor = vec3(1.0);
float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
#ifdef VL_CLOUDS_ACTIVE
float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a;
if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard;
#endif
float materialMask = 0.0;
vec3 nViewPos = normalize(viewPos);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
float VdotN = dot(nViewPos, normal);
vec3 worldPos = playerPos + cameraPosition;
// Materials
vec4 translucentMult = vec4(1.0);
bool noSmoothLighting = false, noDirectionalShading = false, translucentMultCalculated = false, noGeneratedNormals = false;
int subsurfaceMode = 0;
vec2 lmCoordM = lmCoord;
float smoothnessG = 0.0, highlightMult = 1.0, reflectMult = 0.0, emission = 0.0;
vec3 normalM = VdotN > 0.0 ? -normal : normal; // Inverted Iris Water Normal Workaround
vec3 geoNormal = normalM;
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
vec3 shadowMult = vec3(1.0);
float fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0);
float fresnelM = pow3(fresnel);
float SSBLAlpha = 1.0;
#ifdef IPBR
#include "/lib/materials/materialHandling/translucentIPBR.glsl"
#ifdef GENERATED_NORMALS
if (!noGeneratedNormals) GenerateNormals(normalM, colorP.rgb * colorP.a * 1.5);
#endif
#if IPBR_EMISSIVE_MODE != 1
emission = GetCustomEmissionForIPBR(color, emission);
#endif
#else
#ifdef CUSTOM_PBR
float smoothnessD = 0.0;
float materialMaskPh = 0.0;
GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMaskPh, viewPos, lViewPos);
reflectMult = smoothnessD;
#endif
if (mat == 32000) { // Water
#ifdef SHADER_WATER
#include "/lib/materials/specificMaterials/translucents/water.glsl"
#endif
overlayNoiseIntensity = 0.0;
overlayNoiseFresnelMult = 0.0;
IPBRMult = 0.0;
overlayNoiseAlpha = 0.0;
} else if (mat == 30020) { // Nether Portal
#ifdef SPECIAL_PORTAL_EFFECTS
#include "/lib/materials/specificMaterials/translucents/netherPortal.glsl"
#endif
overlayNoiseIntensity = 0.0;
} else if (mat == 32016) { // Beacon
overlayNoiseAlpha = 0.8;
mossNoiseIntensity = 0.5;
sandNoiseIntensity = 0.5;
}
#endif
#if WATER_MAT_QUALITY >= 3 && SELECT_OUTLINE == 4
int materialMaskInt = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
if (materialMaskInt == 252) {
materialMask = OSIEBCA * 252.0; // Versatile Selection Outline
}
#endif
#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoiseApply.glsl"
#endif
#if SEASONS > 0
#include "/lib/materials/seasons.glsl"
#endif
#ifdef REFLECTIVE_WORLD
smoothnessG = 1.0;
#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
// Blending
if (!translucentMultCalculated)
translucentMult = vec4(mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a), 1.0);
translucentMult.rgb = mix(translucentMult.rgb, vec3(1.0), min1(pow2(pow2(lViewPos / far))));
#ifdef SS_BLOCKLIGHT
float lmCoordXModified = lmCoord.x;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
lmCoordXModified = lmCoord.x == 1.0 && blockLightEmission < 0.5 ? 0.0 : lmCoord.x;
#endif
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoordXModified);
#endif
bool isLightSource = false;
if (lmCoord.x > 0.99 || blockLightEmission > 0) { // Mod support for light level 15 (and all light levels with iris 1.7) light sources and blockID set by user
if (mat == 0) {
emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 0.0);
}
isLightSource = true;
overlayNoiseIntensity = 0.0;
}
emission *= EMISSION_MULTIPLIER;
// Lighting
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, false,
false, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
enderDragonDead);
#ifdef SS_BLOCKLIGHT
vec3 normalizedColor = normalize(color.rgb);
vec3 maskedLightAlbedo =
(mat == 30012 || mat == 30016 || (mat >= 31000 && mat < 32000) || mat == 32004) // Slime, Honey, Glass, Ice
? normalizedColor : vec3(0.0);
vec3 lightAlbedo = mix(maskedLightAlbedo, normalizedColor * min1(emission), color.a);
#endif
// Reflections
float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
#if WATER_REFLECT_QUALITY >= 0
#ifdef LIGHT_COLOR_MULTS
highlightColor *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_REFLECTION
highlightColor *= pow2(moonPhaseInfluence);
#endif
fresnelM = (fresnelM * 0.85 + 0.15) * reflectMult;
vec2 texelOffset = vec2(0.0);
#ifdef PIXELATED_WATER_REFLECTIONS
texelOffset = ComputeTexelOffset(tex, texCoord);
#endif
vec4 reflection = GetReflection(normalM, viewPos.xyz, nViewPos, playerPos, lViewPos, -1.0,
depthtex1, dither, skyLightFactor, fresnel,
smoothnessG, geoNormal, color.rgb, shadowMult, highlightMult, enderDragonDead, texelOffset);
color.rgb = mix(color.rgb, reflection.rgb, fresnelM);
#else
fresnelM = 0.0;
vec4 reflection = vec4(0.0);
#endif
////
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, mat);
#endif
float skyFade = 0.0;
float prevAlpha = color.a;
color.a = 1.0;
DoFog(color, skyFade, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900
float attentuation = doEndCenterFog(cameraPositionBest, normalize(playerPos), min(renderDistance, lViewPos), 0.5);
vec3 pointLightFog = vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B) * 0.5 * END_CENTER_LIGHTING * 0.1 * attentuation * enderDragonDead;
color.rgb = sqrt(pow2(color.rgb) + vec3(pointLightFog));
#endif
float fogAlpha = color.a;
color.a = prevAlpha * (1.0 - skyFade);
#ifdef IRIS_FEATURE_FADE_VARIABLE
skyLightFactor *= 0.5;
#endif
#ifdef ENTITIES_ARE_LIGHT
SSBLAlpha = 0.0;
#endif
/* DRAWBUFFERS:03 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(1.0 - translucentMult.rgb, translucentMult.a);
#if DETAIL_QUALITY >= 3 || (WATER_REFLECT_QUALITY > 0 && WORLD_SPACE_REFLECTIONS > 0) || defined SS_BLOCKLIGHT
/* DRAWBUFFERS:036 */
gl_FragData[2] = vec4(1.0, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
#if WORLD_SPACE_REFLECTIONS > 0
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:036489 */
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
gl_FragData[5] = vec4(lightAlbedo, SSBLAlpha);
#else
/* DRAWBUFFERS:03648 */
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
#endif
#else
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:0369 */
gl_FragData[3] = vec4(lightAlbedo, SSBLAlpha);
#endif
#endif
#elif WORLD_SPACE_REFLECTIONS > 0
/* DRAWBUFFERS:0348 */
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
gl_FragData[3] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out int mat;
flat out int blockLightEmission;
out vec2 texCoord;
#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
vec2 lmCoord;
#else
out vec2 lmCoord;
#endif
out vec2 signMidCoordPos;
flat out vec2 absMidCoordPos;
flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 playerPos;
out vec3 normal;
out vec3 viewVector;
out vec3 atMidBlock;
out vec3 blockUV;
out vec4 glColor;
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
flat out vec3 binormal, tangent;
#endif
#ifdef POM
out vec4 vTexCoordAM;
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
flat out float chunkFade;
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 at_midBlock;
attribute vec4 mc_midTexCoord;
attribute vec4 at_tangent;
//Common Variables//
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
#else
vec3 binormal;
vec3 tangent;
#endif
//Common Functions//
//Includes//
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#if defined WAVE_EVERYTHING || defined WAVING_WATER_VERTEX
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.1, vec3(100.0))));
#endif
lmCoord = GetLightMapCoordinates();
glColor = gl_Color;
mat = int(mc_Entity.x + 0.5);
blockLightEmission = 0;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
blockLightEmission = clamp(int(at_midBlock.w + 0.5), 0, 15);
#endif
normal = normalize(gl_NormalMatrix * gl_Normal);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
sunVec = GetSunVector();
atMidBlock = at_midBlock.xyz;
blockUV = 0.5 - at_midBlock.xyz / 64.0;
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
signMidCoordPos = sign(texMinMidCoord);
absMidCoordPos = abs(texMinMidCoord);
#ifdef POM
vTexCoordAM.zw = abs(texMinMidCoord) * 2;
vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
#endif
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
playerPos = position.xyz;
#ifdef WAVING_WATER_VERTEX
DoWave(position.xyz, mat);
#endif
#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;
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
chunkFade = mc_chunkFade;
#endif
}
#endif