////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.glsl" #include "/lib/shaderSettings/materials.glsl" #include "/lib/shaderSettings/SSAO.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 int mat; in vec2 lmCoord; flat in vec3 upVec, sunVec, northVec, eastVec; in vec3 normal; in vec3 playerPos; 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; vec2 lmCoordM = lmCoord; #ifdef OVERWORLD vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); #else vec3 lightVec = sunVec; #endif //Includes// #include "/lib/util/spaceConversion.glsl" #include "/lib/util/dither.glsl" #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #ifdef ACT_GROUND_LEAVES_FIX #include "/lib/voxelization/leavesVoxelization.glsl" #endif #ifdef ATM_COLOR_MULTS #include "/lib/colors/colorMultipliers.glsl" #endif #define GBUFFERS_TERRAIN #include "/lib/lighting/mainLighting.glsl" #undef GBUFFERS_TERRAIN #ifdef SNOWY_WORLD #include "/lib/materials/materialMethods/snowyWorld.glsl" #endif #if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL #include "/lib/materials/overlayNoise.glsl" #endif #ifdef SS_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 color = vec4(glColor.rgb, 1.0); 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(playerPos); vec3 nViewPos = normalize(viewPos); float VdotU = dot(nViewPos, upVec); float VdotS = dot(nViewPos, sunVec); vec3 worldPos = playerPos + cameraPosition; float dither = Bayer64(gl_FragCoord.xy); #ifdef TAA dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0)); #endif #ifdef ATM_COLOR_MULTS atmColorMult = GetAtmColorMult(); sqrtAtmColorMult = sqrt(atmColorMult); #endif bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false; int subsurfaceMode = 0; float smoothnessG = 0.0, smoothnessD = 0.0, highlightMult = 1.0, emission = 0.0, snowFactor = 1.0, snowMinNdotU = 0.0, noPuddles = 0.0; vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0), maRecolor = vec3(0.0); vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0)); float overlayNoiseIntensity = 1.0; float snowNoiseIntensity = 1.0; float sandNoiseIntensity = 1.0; float mossNoiseIntensity = 1.0; float overlayNoiseTransparentOverwrite = 0.0; float overlayNoiseEmission = 1.0; float IPBRMult = 1.0; bool isFoliage = false; vec3 dhColor = color.rgb; float purkinjeOverwrite = 0.0, enderDragonDead = 1.0; float lavaNoiseIntensity = LAVA_NOISE_INTENSITY; float dhSSAOBrightnessBoost = 1.05; if (mat == DH_BLOCK_LEAVES) { #include "/lib/materials/specificMaterials/terrain/leaves.glsl" dhSSAOBrightnessBoost = 1.35; // make brighter to compensate SSAO } else if (mat == DH_BLOCK_GRASS) { smoothnessG = pow2(color.g) * 0.85; dhSSAOBrightnessBoost = mix(1.0, 1.2, 1.0 - clamp01(dot(worldGeoNormal, ViewToPlayer(upVec)))); // only make brighter on the sides } else if (mat == DH_BLOCK_SNOW) { #include "/lib/materials/specificMaterials/terrain/snow.glsl" dhSSAOBrightnessBoost = 1.19; } else if (mat == DH_BLOCK_LAVA) { #include "/lib/materials/specificMaterials/terrain/lava.glsl" #ifndef NETHER color.rgb *= 0.75; #else color.rgb *= 0.89; #endif dhSSAOBrightnessBoost = 0.9; } else if (mat == DH_BLOCK_ILLUMINATED) { emission = 2.5; snowNoiseIntensity = 0.0; sandNoiseIntensity = 0.2; mossNoiseIntensity = 0.2; dhSSAOBrightnessBoost = 1.2; } #if SSAO_QUALI > 0 color.rgb *= dhSSAOBrightnessBoost; #endif #ifdef SNOWY_WORLD DoSnowyWorld(color, smoothnessG, highlightMult, smoothnessD, emission, playerPos, lmCoord, snowFactor, snowMinNdotU, NdotU, subsurfaceMode); #endif vec3 playerPosAlt = ViewToPlayer(viewPos); // AMD has problems with vertex playerPos and DH float lengthCylinder = max(length(playerPosAlt.xz), abs(playerPosAlt.y)); highlightMult *= 0.5 + 0.5 * pow2(1.0 - smoothstep(far, far * 1.5, lengthCylinder)); color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder); if (color.a < min(dither, 1.0)) discard; vec3 noisePos = floor((playerPos + cameraPosition) * 4.0 + 0.001) / 32.0; float noiseTexture = Noise3D(noisePos) + 0.5; float noiseFactor = max0(1.0 - 0.3 * dot(color.rgb, color.rgb)); color.rgb *= pow(noiseTexture, 0.6 * noiseFactor); #if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL #define GBUFFERS_TERRAIN #include "/lib/materials/overlayNoiseApply.glsl" #undef GBUFFERS_TERRAIN #endif #if SEASONS > 0 #define GBUFFERS_TERRAIN #include "/lib/materials/seasons.glsl" #undef GBUFFERS_TERRAIN #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); vec3 lightAlbedo = normalize(color.rgb) * min1(emission); #endif DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5, worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO, centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, false, enderDragonDead); /* DRAWBUFFERS:06 */ gl_FragData[0] = color; gl_FragData[1] = gl_FragData[1] = vec4(smoothnessG, 0.0, 0.0, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission)); #ifdef SS_BLOCKLIGHT /* DRAWBUFFERS:069 */ gl_FragData[2] = vec4(lightAlbedo, 0.0); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER flat out int mat; out vec2 lmCoord; flat out vec3 upVec, sunVec, northVec, eastVec; out vec3 normal; out vec3 playerPos; out vec4 glColor; //Attributes// //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 mat = dhMaterialId; lmCoord = GetLightMapCoordinates(); normal = normalize(gl_NormalMatrix * gl_Normal); upVec = normalize(gbufferModelView[1].xyz); eastVec = normalize(gbufferModelView[0].xyz); northVec = normalize(gbufferModelView[2].xyz); sunVec = GetSunVector(); playerPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz; glColor = gl_Color; #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 } #endif