////////////////////////////////////////// // Complementary Shaders by EminGT // // 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/materials.glsl" #include "/lib/shaderSettings/shockwave.glsl" #include "/lib/shaderSettings/interactiveFoliage.glsl" #include "/lib/shaderSettings/emissionMult.glsl" #include "/lib/shaderSettings/emissionMult.glsl" #include "/lib/shaderSettings/wavingBlocks.glsl" #define EYES #define EYE_FREQUENCY 1.0 //[0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5] #define EYE_SPEED 1.0 //[0.2 0.4 0.6 0.8 1.0 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0] #define EYE_RED_PROBABILITY 0.07 //[0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00] //#define NIGHT_DESATURATION #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 vec2 lmCoord; #else in vec2 lmCoord; #endif in vec2 signMidCoordPos; flat in vec2 absMidCoordPos; flat in vec2 midCoord; in vec3 blockUV; in vec3 atMidBlock; // #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL // flat in ivec2 pixelTexSize; // #endif flat in vec3 upVec, sunVec, northVec, eastVec; in vec3 normal; in vec3 vertexPos; in vec4 glColorRaw; #if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR flat in vec3 binormal, tangent; #endif #ifdef POM in vec3 viewVector; in vec4 vTexCoordAM; #endif #if ANISOTROPIC_FILTER > 0 in vec4 spriteBounds; #endif #ifdef IRIS_FEATURE_FADE_VARIABLE flat in float chunkFade; #endif //Pipeline Constants// #if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0 const float voxelDistance = 64.0; #elif COLORED_LIGHTING_INTERNAL > 0 #if WORLD_SPACE_REFLECTIONS_INTERNAL == -1 const float voxelDistance = 32.0; #else const float voxelDistance = 64.0; #endif #endif //Common Variables// float NdotU = dot(normal, upVec); float geoNdotU = NdotU; 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; float skyLightCheck = 0.0; vec4 glColor = glColorRaw; #ifdef OVERWORLD vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); #else vec3 lightVec = sunVec; #endif #if RAIN_PUDDLES >= 1 || 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// void DoFoliageColorTweaks(inout vec3 color, inout vec3 shadowMult, inout float snowMinNdotU, vec3 viewPos, vec3 nViewPos, float lViewPos, float dither) { float factor = max(80.0 - lViewPos, 0.0); shadowMult *= 1.0 + 0.004 * noonFactor * factor; #if defined IPBR && !defined IPBR_COMPAT_MODE color.rgb *= 0.97 - 0.2 * signMidCoordPos.x; #endif //#define FOLIAGE_ALT_SUBSURFACE #ifdef FOLIAGE_ALT_SUBSURFACE float edgeSize = 0.12; float edgeEffectFactor = 0.75; vec2 texCoordM = texCoord; texCoordM.y -= edgeSize * dither * absMidCoordPos.y; texCoordM.y = max(texCoordM.y, midCoord.y - absMidCoordPos.y); vec4 colorSample = texture2DLod(tex, texCoordM, 0); if (colorSample.a < 0.5) { float edgeFactor = dot(nViewPos, lightVec); shadowMult *= 1.0 + edgeEffectFactor * (1.0 + edgeFactor); } shadowMult *= 1.03 + 0.2333 * edgeEffectFactor * (dot(normal, lightVec) - 1.0); #endif #ifdef SNOWY_WORLD if (glColor.g - glColor.b > 0.01) snowMinNdotU = min(pow2(pow2(max0(color.g * 2.0 - color.r - color.b))) * 5.0, 0.1); else snowMinNdotU = min(pow2(pow2(max0(color.g * 2.0 - color.r - color.b))) * 3.0, 0.1) * 0.25; #ifdef DISTANT_HORIZONS // DH chunks don't have foliage. The border looks too noticeable without this tweak snowMinNdotU = mix(snowMinNdotU, 0.09, smoothstep(far * 0.5, far, lViewPos)); #endif #endif } void DoBrightBlockTweaks(vec3 color, float minLight, inout vec3 shadowMult, inout float highlightMult) { float factor = mix(minLight * 0.5 + 0.5, 1.0, pow2(pow2(color.r))); shadowMult = vec3(factor); highlightMult /= factor; } void DoOceanBlockTweaks(inout float smoothnessD) { smoothnessD *= max0(lmCoord.y - 0.95) * 20.0; } //Includes// #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/mainLighting.glsl" #include "/lib/util/dither.glsl" #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #if defined GENERATED_NORMALS || defined COATED_TEXTURES || ANISOTROPIC_FILTER > 0 || defined DISTANT_LIGHT_BOKEH #include "/lib/util/miplevel.glsl" #endif #ifdef GENERATED_NORMALS #include "/lib/materials/materialMethods/generatedNormals.glsl" #endif #ifdef COATED_TEXTURES #include "/lib/materials/materialMethods/coatedTextures.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 COLOR_CODED_PROGRAMS #include "/lib/misc/colorCodedPrograms.glsl" #endif #if ANISOTROPIC_FILTER > 0 #include "/lib/materials/materialMethods/anisotropicFiltering.glsl" #endif #ifdef PUDDLE_VOXELIZATION #include "/lib/voxelization/puddleVoxelization.glsl" #endif #ifdef ACT_GROUND_LEAVES_FIX #include "/lib/voxelization/leavesVoxelization.glsl" #endif #ifdef SNOWY_WORLD #include "/lib/materials/materialMethods/snowyWorld.glsl" #endif #ifdef DISTANT_LIGHT_BOKEH #include "/lib/misc/distantLightBokeh.glsl" #endif #ifdef SS_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif #if defined ATM_COLOR_MULTS #include "/lib/colors/colorMultipliers.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 //Program// void main() { skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility)); 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 nViewPos = normalize(viewPos); vec3 playerPos = vertexPos; vec3 worldPos = playerPos + cameraPosition; #if SHOCKWAVE > 0 vec4 color = doShockwave(playerPos + relativeEyePosition, texCoord); #else #if ANISOTROPIC_FILTER == 0 vec4 color = texture2D(tex, texCoord); #else vec4 color = textureAF(tex, texCoord); #endif #endif float smoothnessD = 0.0, materialMask = 0.0; #if !defined POM || !defined POM_ALLOW_CUTOUT if (color.a <= 0.00001) discard; // 6WIR4HT23 #endif vec3 colorP = color.rgb; #ifdef GBUFFERS_COLORWHEEL float ao; vec4 overlayColor; clrwl_computeFragment(color, color, lmCoord, ao, overlayColor); color.rgb = mix(color.rgb, overlayColor.rgb, overlayColor.a); lmCoord = clamp((lmCoord - 1.0 / 32.0) * 32.0 / 30.0, 0.0, 1.0); #else color.rgb *= glColor.rgb; #endif float dither = Bayer64(gl_FragCoord.xy); #ifdef TAA dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0)); #endif int subsurfaceMode = 0; bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false, noGeneratedNormals = false, doTileRandomisation = true, isFoliage = false; float smoothnessG = 0.0, highlightMult = 1.0, emission = 0.0, noiseFactor = 1.0, snowFactor = 1.0, snowMinNdotU = 0.0, noPuddles = 0.0, overlayNoiseIntensity = 1.0, snowNoiseIntensity = 1.0, sandNoiseIntensity = 1.0, mossNoiseIntensity = 1.0, overlayNoiseTransparentOverwrite = 0.0, overlayNoiseEmission = 1.0, IPBRMult = 1.0, lavaNoiseIntensity = LAVA_NOISE_INTENSITY, enderDragonDead = 1.0; vec2 lmCoordM = lmCoord; vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0); vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0)); vec3 dhColor = vec3(1.0); float purkinjeOverwrite = 0.0; 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 if (mat == 0) { emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 0.0); } isLightSource = true; overlayNoiseIntensity = 0.0; } #ifndef GBUFFERS_COLORWHEEL if (length(abs(worldGeoNormal.xz) - vec2(sqrt(0.5))) < 0.01) { // Auto SSS on unknown cross model blocks (modded) if (mat == 0) { subsurfaceMode = 1; noSmoothLighting = true, noDirectionalShading = true; } isFoliage = true; sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0; } #endif #ifdef IPBR vec3 maRecolor = vec3(0.0); #include "/lib/materials/materialHandling/terrainIPBR.glsl" #ifdef REFLECTIVE_WORLD smoothnessD = 1.0; smoothnessG = 1.0; #endif #ifdef GENERATED_NORMALS if (!noGeneratedNormals) GenerateNormals(normalM, colorP); #endif #if IPBR_EMISSIVE_MODE != 1 emission = GetCustomEmissionForIPBR(color, emission); #endif #else #ifdef CUSTOM_PBR GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, lViewPos); #endif if (mat == 10001) { // No directional shading noDirectionalShading = true; } else if (mat == 10003 || mat == 10005 || mat == 10029 || mat == 10031) { // Grounded Waving Foliage subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true; DoFoliageColorTweaks(color.rgb, shadowMult, snowMinNdotU, viewPos, nViewPos, lViewPos, dither); sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0; } else if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves #include "/lib/materials/specificMaterials/terrain/leaves.glsl" } else if (mat == 10013 || mat == 10923) { // Vine subsurfaceMode = 3, centerShadowBias = true; noSmoothLighting = true, isFoliage = true; sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0; } else if (mat == 10015 || mat == 10017 || mat == 10019) { // Non-waving Foliage subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true; sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0; } else if (mat == 10021 || mat == 10023) { // Upper Waving Foliage subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true; sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0; DoFoliageColorTweaks(color.rgb, shadowMult, snowMinNdotU, viewPos, nViewPos, lViewPos, dither); } else if (mat == 10068 || mat == 10070){ // Lava vec3 previousLavaColor = color.rgb; if (emission < 1.0) emission = max(2.0, emission); #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 vec3 lavaNoiseColor = color.rgb; #if LAVA_VARIATION > 0 vec2 lavaPos = (floor(worldPos.xz * 16.0) + worldPos.y * 32.0) * 0.000666; vec2 wind = vec2(frameTimeCounter * 0.012, 0.0); lavaNoiseIntensity *= 0.95; #include "/lib/materials/specificMaterials/terrain/lavaNoise.glsl" color.rgb = lavaNoiseColor; #else if (LAVA_TEMPERATURE != 0.0) color.rgb += LAVA_TEMPERATURE * 0.3; #endif vec3 maxLavaColor = max(previousLavaColor, lavaNoiseColor); vec3 minLavaColor = min(previousLavaColor, lavaNoiseColor); #if RAIN_PUDDLES >= 1 noPuddles = 1.0; #endif #include "/lib/materials/specificMaterials/terrain/lavaEdge.glsl" emission *= LAVA_EMISSION; } else if (mat > 20999 && mat < 21025){ emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 1.0); } #ifdef SNOWY_WORLD else if ((mat == 10132 || mat == 10133)) { // Grass Block:Normal if (glColor.b < 0.999) { // Grass Block:Normal:Grass Part snowMinNdotU = min(pow2(pow2(color.g)) * 1.9, 0.1); color.rgb = color.rgb * 0.5 + 0.5 * (color.rgb / glColor.rgb); } } #endif else if (lmCoord.x > 0.99999) lmCoordM.x = 0.95; #endif if (mat == 10572) { // Dragon Egg overlayNoiseIntensity = 0.0; #ifndef EMISSIVE_DRAGON_EGG emission *= 0.0; #endif } #ifdef SNOWY_WORLD DoSnowyWorld(color, smoothnessG, highlightMult, smoothnessD, emission, playerPos, lmCoord, snowFactor, snowMinNdotU, NdotU, subsurfaceMode); #endif #if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS && !defined IPBR if (mat == 10476 || mat == 10588 || mat == 10592) { // Crying Obsidian, Respawn Anchor lit and unlit float luminance = GetLuminance(color.rgb); emission = sqrt(luminance * luminance) * 10.0; color.a *= luminance; } #endif #if SEASONS > 0 #include "/lib/materials/seasons.glsl" #endif #if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL #include "/lib/materials/overlayNoiseApply.glsl" #endif #if defined COATED_TEXTURES && defined IPBR CoatTextures(color.rgb, noiseFactor, playerPos, doTileRandomisation); #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 #if RAIN_PUDDLES >= 1 float puddleLightFactor = max0(lmCoord.y * 32.0 - 31.0) * clamp((1.0 - 1.15 * lmCoord.x) * 10.0, 0.0, 1.0); float puddleNormalFactor = pow2(max0(NdotUmax0 - 0.5) * 2.0); float puddleMixer = puddleLightFactor * inRainy * puddleNormalFactor; #if RAIN_PUDDLES >= 3 wetnessM = 1.0; #endif #ifdef PUDDLE_VOXELIZATION vec3 voxelPos = SceneToPuddleVoxel(playerPos); vec3 voxel_sample_pos = clamp01(voxelPos / vec3(puddle_voxelVolumeSize)); if (CheckInsidePuddleVoxelVolume(voxelPos)) { noPuddles += texture2D(puddle_sampler, voxel_sample_pos.xz).r; } #endif if (pow2(pow2(wetnessM)) * puddleMixer - noPuddles > 0.00001) { vec2 worldPosXZ = playerPos.xz + cameraPosition.xz; vec2 puddleWind = vec2(frameTimeCounter) * 0.03; #if WATER_STYLE == 1 vec2 puddlePosNormal = floor(worldPosXZ * 16.0) * 0.0625; #else vec2 puddlePosNormal = worldPosXZ; #endif puddlePosNormal *= 0.1; vec2 pNormalCoord1 = puddlePosNormal + vec2(puddleWind.x, puddleWind.y); vec2 pNormalCoord2 = puddlePosNormal + vec2(puddleWind.x * -1.5, puddleWind.y * -1.0); vec3 pNormalNoise1 = texture2DLod(noisetex, pNormalCoord1, 0.0).rgb; vec3 pNormalNoise2 = texture2DLod(noisetex, pNormalCoord2, 0.0).rgb; float pNormalMult = 0.03; vec3 puddleNormal = vec3((pNormalNoise1.xy + pNormalNoise2.xy - vec2(1.0)) * pNormalMult, 1.0); puddleNormal = clamp(normalize(puddleNormal * tbnMatrix), vec3(-1.0), vec3(1.0)); #if RAIN_PUDDLES == 1 || RAIN_PUDDLES == 3 vec2 puddlePosForm = puddlePosNormal * 0.05; float pFormNoise = texture2DLod(noisetex, puddlePosForm, 0.0).b * 3.0; pFormNoise += texture2DLod(noisetex, puddlePosForm * 0.5, 0.0).b * 5.0; pFormNoise += texture2DLod(noisetex, puddlePosForm * 0.25, 0.0).b * 8.0; pFormNoise *= sqrt1(wetnessM) * 0.5625 + 0.4375; pFormNoise = clamp(pFormNoise - 7.0, 0.0, 1.0); #else float pFormNoise = wetnessM; #endif puddleMixer *= pFormNoise; float puddleSmoothnessG = 0.7 - rainFactor * 0.3; float puddleHighlight = (1.5 - subsurfaceMode * 0.6 * invNoonFactor); smoothnessG = mix(smoothnessG, puddleSmoothnessG, puddleMixer); highlightMult = mix(highlightMult, puddleHighlight, puddleMixer); smoothnessD = mix(smoothnessD, 1.0, sqrt1(puddleMixer)); normalM = mix(normalM, puddleNormal, puddleMixer * rainFactor); } #endif #if SHOW_LIGHT_LEVEL > 0 #include "/lib/misc/showLightLevels.glsl" #endif #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 emission *= EMISSION_MULTIPLIER; DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither, worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO, centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource, enderDragonDead); #ifdef SS_BLOCKLIGHT vec3 lightAlbedo = normalize(color.rgb) * min1(emission); #ifdef COLORED_CANDLE_LIGHT if (mat >= 10900 && mat <= 10922) { // Candles:Lit lightAlbedo = normalize(color.rgb) * lmCoord.x; } #endif #endif #ifdef DISTANT_HORIZONS if (getDHFadeFactor(playerPos) < dither) { discard; } #endif #ifdef IPBR color.rgb += maRecolor; #endif float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult); #ifdef COLOR_CODED_PROGRAMS ColorCodeProgram(color, mat); #endif #ifdef IRIS_FEATURE_FADE_VARIABLE skyLightFactor *= 0.5; if (chunkFade < 1.0) skyLightFactor = 1.0 - chunkFade * 0.5; #endif /* DRAWBUFFERS:06 */ gl_FragData[0] = color; gl_FragData[1] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission)); #if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE != 0 /* DRAWBUFFERS:064 */ gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0); #ifdef SS_BLOCKLIGHT /* DRAWBUFFERS:0649 */ gl_FragData[3] = vec4(lightAlbedo, 0.0); #endif #elif defined 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; flat out int blockLightEmission; out vec2 texCoord; #ifdef GBUFFERS_COLORWHEEL vec2 lmCoord; #else out vec2 lmCoord; #endif out vec2 signMidCoordPos; flat out vec2 absMidCoordPos; flat out vec2 midCoord; out vec3 blockUV; out vec3 atMidBlock; // #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL // flat out ivec2 pixelTexSize; // #endif flat out vec3 upVec, sunVec, northVec, eastVec; out vec3 normal; out vec3 vertexPos; out vec4 glColorRaw; #if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR flat out vec3 binormal, tangent; #endif #ifdef POM out vec3 viewVector; out vec4 vTexCoordAM; #endif #if ANISOTROPIC_FILTER > 0 out vec4 spriteBounds; #endif #ifdef IRIS_FEATURE_FADE_VARIABLE flat out float chunkFade; #endif //Attributes// attribute vec4 mc_Entity; attribute vec4 mc_midTexCoord; attribute vec4 at_midBlock; #if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR attribute vec4 at_tangent; #endif //Common Variables// vec4 glColor = vec4(1.0); //Common Functions// //Includes// #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #if defined WAVING_ANYTHING_TERRAIN || defined INTERACTIVE_FOLIAGE || defined WAVE_EVERYTHING #include "/lib/materials/materialMethods/wavingBlocks.glsl" #endif float infnorm(vec3 x) {return max(max(abs(x.x), abs(x.y)), abs(x.z));} // Thanks to gri for general non axis aligned normal detection float isCross(vec3 x) {return length(abs(normalize(x).xz) - vec2(sqrt(0.5)));} //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(); blockUV = 0.5 - at_midBlock.xyz / 64.0; atMidBlock = at_midBlock.xyz; glColorRaw = gl_Color; if (glColorRaw.a < 0.1) glColorRaw.a = 1.0; glColor = glColorRaw; normal = normalize(gl_NormalMatrix * gl_Normal); upVec = normalize(gbufferModelView[1].xyz); eastVec = normalize(gbufferModelView[0].xyz); northVec = normalize(gbufferModelView[2].xyz); sunVec = GetSunVector(); midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st; vec2 texMinMidCoord = texCoord - midCoord; signMidCoordPos = sign(texMinMidCoord); absMidCoordPos = abs(texMinMidCoord); // #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL // pixelTexSize = ivec2(absMidCoordPos * 2.0 * atlasSize); // #endif mat = int(mc_Entity.x + 0.5); #ifndef GBUFFERS_COLORWHEEL if ((mat == 10132 || mat == 10133)){ // Improve Patrix Resource pack extra grass block model if (isCross(gl_Normal) < 0.5) mat = 10005; // First detect cross models else if (infnorm(gl_Normal) < 0.99) mat = 10031; // Then detect extruding faces, but ONLY if it's not already detected as cross } #endif #if ANISOTROPIC_FILTER > 0 if (mc_Entity.y > 0.5 && dot(normal, upVec) < 0.999) absMidCoordPos = vec2(0.0); // Fix257062 #endif vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; vertexPos = position.xyz; blockLightEmission = 0; #ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE blockLightEmission = clamp(int(at_midBlock.w + 0.5), 0, 15); #endif #if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVING_ANYTHING_TERRAIN || defined WAVE_EVERYTHING || defined INTERACTIVE_FOLIAGE #ifdef MIRROR_DIMENSION doMirrorDimension(position); #endif #ifdef WORLD_CURVATURE position.y += doWorldCurvature(position.xz); #endif #ifdef WAVING_ANYTHING_TERRAIN DoWave(position.xyz, mat); #endif #ifdef INTERACTIVE_FOLIAGE if (mat == 10003 || mat == 10005 || mat == 10015 || mat == 10021 || mat == 10029 || mat == 10023 || mat == 10629 || mat == 10632 || mat == 10025 || mat == 10027 || mat == 10923 || mat == 10972) { vec3 playerPosM = position.xyz + relativeEyePosition; DoInteractiveWave(playerPosM, mat); position.xyz = playerPosM - relativeEyePosition; } #endif #ifdef WAVE_EVERYTHING DoWaveEverything(position.xyz); #endif #endif gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #ifdef FLICKERING_FIX if (mat == 10257) gl_Position.z -= 0.00001; // Iron Bars #endif #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif #if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w); tangent = normalize(gl_NormalMatrix * at_tangent.xyz); #endif #ifdef POM 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; vTexCoordAM.zw = abs(texMinMidCoord) * 2; vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord); #endif #if ANISOTROPIC_FILTER > 0 vec2 spriteRadius = abs(texCoord - mc_midTexCoord.xy); vec2 bottomLeft = mc_midTexCoord.xy - spriteRadius; vec2 topRight = mc_midTexCoord.xy + spriteRadius; spriteBounds = vec4(bottomLeft, topRight); #endif #ifdef IRIS_FEATURE_FADE_VARIABLE chunkFade = mc_chunkFade; #endif } #endif