////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.glsl" #include "/lib/shaderSettings/raindropColor.glsl" //#define GLOWING_COLORED_PARTICLES #define SMOKE_PARTICLE_OPACITY 0.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] #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; in vec2 lmCoord; flat in vec3 upVec, sunVec, northVec, eastVec; in vec3 normal; flat 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; #ifdef OVERWORLD vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); #else vec3 lightVec = sunVec; #endif //Common Functions// //Includes// #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/mainLighting.glsl" #include "/lib/util/dither.glsl" #if MC_VERSION >= 11500 #include "/lib/atmospherics/fog/mainFog.glsl" #endif #ifdef ATM_COLOR_MULTS #include "/lib/colors/colorMultipliers.glsl" #endif #ifdef COLOR_CODED_PROGRAMS #include "/lib/misc/colorCodedPrograms.glsl" #endif #if defined BIOME_COLORED_NETHER_PORTALS && !defined BORDER_FOG #include "/lib/colors/skyColors.glsl" #endif #ifdef SS_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 color = texture2D(tex, texCoord); vec4 colorP = color; color *= glColor; vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z); vec3 viewPos = ScreenToView(screenPos); float lViewPos = length(viewPos); vec3 playerPos = ViewToPlayer(viewPos); float dither = texture2DLod(noisetex, gl_FragCoord.xy / 128.0, 0.0).b; #ifdef TAA dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0)); #endif #ifdef ATM_COLOR_MULTS atmColorMult = GetAtmColorMult(); #endif #ifdef VL_CLOUDS_ACTIVE float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a; if (cloudLinearDepth > 0.0) // Because Iris changes the pipeline position of opaque particles if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard; #endif float emission = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection vec2 lmCoordM = lmCoord; vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0); vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0)); float purkinjeOverwrite = 0.0; #if defined IPBR && defined IPBR_PARTICLE_FEATURES // We don't want to detect particles from the block atlas #if MC_VERSION >= 12000 float atlasCheck = 1100.0; // I think texture atlas got bigger in newer mc #else float atlasCheck = 900.0; #endif vec2 tSize = textureSize(tex, 0); if (tSize.x < atlasCheck) { if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection color.rgb = sqrt3(color.rgb); color.rgb *= 0.7; if (dither > 0.4) discard; #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif #ifdef OVERWORLD } else if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif if (color.a < 0.1 || isEyeInWater == 3) discard; color.a *= rainTexOpacity; color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor)); } else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only) #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif if (color.a < 0.1 || isEyeInWater == 3) discard; color.a *= snowTexOpacity; color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2); #endif } else if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley); #endif #ifdef PURPLE_END_FIRE_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0); #endif emission = 2.0; } else if (color.r == color.g && color.r - 0.5 * color.b < 0.06) { // Underwater Particle if (isEyeInWater == 1) { color.rgb = sqrt2(color.rgb) * 0.35; if (fract(playerPos.y + cameraPosition.y) > 0.25) discard; } } else if (color.a < 0.99 && dot(color.rgb, color.rgb) < 1.0) { // Campfire Smoke color.a *= SMOKE_PARTICLE_OPACITY; materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection } else if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) { // Grayscale Particles float dotColor = dot(color.rgb, color.rgb); if (dotColor > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) { // Ender Particle, Crying Obsidian Particle, Redstone Particle emission = clamp(color.r * 8.0, 1.6, 5.0); color.rgb = pow1_5(color.rgb); lmCoordM = vec2(0.0); #if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS if (color.b > color.r * color.r && color.g < 0.16 && color.r > 0.2) color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0); // Nether Portal #endif } else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) { // Lava Particles emission = 2.0; color.b *= 0.5; color.r *= 1.2; color.rgb += vec3(min(pow2(pow2(emission * 0.35)), 0.4)) * LAVA_TEMPERATURE * 0.5; emission *= LAVA_EMISSION; #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley); #endif #ifdef PURPLE_END_FIRE_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0); #endif } } } bool noSmoothLighting = false; #else #if defined OVERWORLD && defined NO_RAIN_ABOVE_CLOUDS || defined NETHER && (defined BIOME_COLORED_NETHER_PORTALS || defined SOUL_SAND_VALLEY_OVERHAUL_INTERNAL) if (atlasSize.x < 900.0) { if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif } #ifdef OVERWORLD if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif if (color.a < 0.1 || isEyeInWater == 3) discard; color.a *= rainTexOpacity; color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor)); color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B); } else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only) #ifdef NO_RAIN_ABOVE_CLOUDS if (cameraPosition.y > maximumCloudsHeight) discard; #endif if (color.a < 0.1 || isEyeInWater == 3) discard; color.a *= snowTexOpacity; color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2); color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B); } #endif if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley); #endif #ifdef PURPLE_END_FIRE_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0); #endif emission = 2.0; } if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) { if (dot(color.rgb, color.rgb) > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) { #if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS vec3 color2 = pow1_5(color.rgb); if (color2.b > color2.r * color2.r && color2.g < 0.16 && color2.r > 0.2) { emission = clamp(color2.r * 8.0, 1.6, 5.0); color.rgb = color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0); lmCoordM = vec2(0.0); } #endif } else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) { #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley); #endif #ifdef PURPLE_END_FIRE_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0); #endif } } } #endif bool noSmoothLighting = true; #endif #ifdef REDUCE_CLOSE_PARTICLES if (lViewPos - 1.0 < dither) discard; #endif #ifdef GLOWING_COLORED_PARTICLES if (atlasSize.x < 900.0) { if (dot(glColor.rgb, vec3(1.0)) < 2.99) { emission = 5.0; } } #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 #ifdef SS_BLOCKLIGHT blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x); #endif bool isLightSource = lmCoord.x > 0.99; DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither, worldGeoNormal, lmCoordM, noSmoothLighting, false, true, false, 0, 0.0, 1.0, emission, purkinjeOverwrite, isLightSource, enderDragonDead); #if MC_VERSION >= 11500 vec3 nViewPos = normalize(viewPos); float VdotU = dot(nViewPos, upVec); float VdotS = dot(nViewPos, sunVec); float sky = 0.0; float prevAlpha = color.a; DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0); color.a = prevAlpha; #endif vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a); float SSBLMask = 0.0; #ifdef ENTITIES_ARE_LIGHT SSBLMask = 1.0; #endif #ifdef COLOR_CODED_PROGRAMS ColorCodeProgram(color, -1); #endif /* DRAWBUFFERS:063 */ gl_FragData[0] = color; gl_FragData[1] = vec4(0.0, materialMask, 0.0, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission)); gl_FragData[2] = vec4(1.0 - translucentMult, 1.0); #ifdef SS_BLOCKLIGHT /* RENDERTARGETS: 0,6,3,9,10 */ gl_FragData[3] = vec4(0.0, 0.0, 0.0, SSBLMask); gl_FragData[4] = vec4(0.0, 0.0, 0.0, SSBLMask); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER out vec2 texCoord; out vec2 lmCoord; flat out vec3 upVec, sunVec, northVec, eastVec; out vec3 normal; flat out vec4 glColor; //Attributes// #if defined WAVE_EVERYTHING || defined ATLAS_ROTATION attribute vec4 mc_midTexCoord; #endif //Common Variables// //Common Functions// //Includes// #ifdef WAVE_EVERYTHING #include "/lib/materials/materialMethods/wavingBlocks.glsl" #endif //Program// void main() { vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; #ifdef ATLAS_ROTATION texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0)))); #endif lmCoord = GetLightMapCoordinates(); glColor = gl_Color; normal = normalize(gl_NormalMatrix * gl_Normal); upVec = normalize(gbufferModelView[1].xyz); eastVec = normalize(gbufferModelView[0].xyz); northVec = normalize(gbufferModelView[2].xyz); sunVec = GetSunVector(); #if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING #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 #ifdef FLICKERING_FIX gl_Position.z -= 0.000002; #endif } #endif