////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.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 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" #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #ifdef COLOR_CODED_PROGRAMS #include "/lib/misc/colorCodedPrograms.glsl" #endif #ifdef SS_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 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 float lViewPos = length(viewPos); vec3 playerPos = ViewToPlayer(viewPos); float materialMask = 0.0; vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0); vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0)); float purkinjeOverwrite = 0.0, emission = 0.0, enderDragonDead = 1.0; #ifndef GBUFFERS_LINE #ifdef SS_BLOCKLIGHT blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x); #endif DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5, worldGeoNormal, lmCoord, false, false, false, false, 0, 0.0, 0.0, 0.0, purkinjeOverwrite, false, enderDragonDead); #endif if (abs(color.a - 0.4) + dot(color.rgb, color.rgb) < 0.01) { #if SELECT_OUTLINE == 0 discard; #elif SELECT_OUTLINE == 2 // Rainbow float posFactor = playerPos.x + playerPos.y + playerPos.z + cameraPosition.x + cameraPosition.y + cameraPosition.z; color.rgb = clamp(abs(mod(fract(frameTimeCounter*0.25 + posFactor*0.2) * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0) * vec3(3.0, 2.0, 3.0) * SELECT_OUTLINE_I; #elif SELECT_OUTLINE == 3 // Select Color color.rgb = vec3(SELECT_OUTLINE_R, SELECT_OUTLINE_G, SELECT_OUTLINE_B) * SELECT_OUTLINE_I; #elif SELECT_OUTLINE == 4 // Versatile color.a = 0.1; #endif materialMask = OSIEBCA * 252.0; // Selection Outline #ifdef SELECT_OUTLINE_AUTO_HIDE if (heldItemId == 40008 && ( heldItemId2 == 40008 || heldItemId2 == 45060 || heldItemId2 == 45108 || heldItemId2 >= 44000 && heldItemId2 < 45000)) { // Both hands hold nothing or only a light/totem/shield in off-hand discard; } #endif } #ifdef COLOR_CODED_PROGRAMS ColorCodeProgram(color, -1); #endif #if COLORED_LIGHTING_INTERNAL > 0 && defined NETHER if (gl_FragCoord.x < 0.0) color = shadow2D(shadowtex0, vec3(0.5)); // To Activate Shadowmap in Nether #endif #if DRAGON_DEATH_EFFECT_INTERNAL == 1 && !defined GBUFFERS_LINE if (color.a == 1.0 && GetLuminance(color.rgb) > 0.9999 && color.g > 0.9999 && color.b > 0.9999) { discard; } #endif /* DRAWBUFFERS:06 */ gl_FragData[0] = color; gl_FragData[1] = vec4(0.0, materialMask, 0.0, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission)); #ifdef SS_BLOCKLIGHT /* DRAWBUFFERS:069 */ gl_FragData[2] = vec4(0.0, 0.0, 0.0, 0.0); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER flat out vec2 lmCoord; flat out vec3 upVec, sunVec, northVec, eastVec; out vec3 normal; flat out vec4 glColor; //Attributes// #ifdef WAVE_EVERYTHING attribute vec4 mc_midTexCoord; #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() { #ifndef GBUFFERS_LINE gl_Position = ftransform(); #else float lineWidth = 2.0; vec2 screenSize = vec2(viewWidth, viewHeight); const mat4 VIEW_SCALE = mat4(mat3(1.0 - (1.0 / 256.0))); vec4 linePosStart = projectionMatrix * VIEW_SCALE * modelViewMatrix * vec4(vaPosition, 1.0); vec4 linePosEnd = projectionMatrix * VIEW_SCALE * modelViewMatrix * (vec4(vaPosition + vaNormal, 1.0)); vec3 ndc1 = linePosStart.xyz / linePosStart.w; vec3 ndc2 = linePosEnd.xyz / linePosEnd.w; vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * screenSize); vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * lineWidth / screenSize; if (lineOffset.x < 0.0) lineOffset *= -1.0; if (gl_VertexID % 2 == 0) gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); else gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); #endif #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif #if !defined GBUFFERS_LINE && (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 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(); } #endif