////////////////////////////////////////// // 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 #include "/lib/shaderSettings/water.glsl" //////////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 vec3 viewVector; 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 #if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR mat3 tbnMatrix = mat3( eastVec.x, northVec.x, normal.x, eastVec.y, northVec.y, normal.y, eastVec.z, northVec.z, normal.z ); #endif //Common Functions// //Includes// #include "/lib/util/dither.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/mainLighting.glsl" #include "/lib/atmospherics/fog/mainFog.glsl" float vlFactor = 0.0; #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #ifdef OVERWORLD #include "/lib/atmospherics/sky.glsl" #endif #if AURORA_STYLE > 0 && defined OVERWORLD #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 ATM_COLOR_MULTS #include "/lib/colors/colorMultipliers.glsl" #endif #ifdef MOON_PHASE_INF_ATMOSPHERE #include "/lib/colors/moonPhaseInfluence.glsl" #endif #if PIXEL_WATER > 0 #include "/lib/materials/materialMethods/waterProcedureTexture.glsl" #endif #ifdef SS_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 colorP = vec4(vec3(0.85), glColor.a); vec4 color = glColor; vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z); if (texture2D(depthtex1, screenPos.xy).r < 1.0) discard; float lViewPos = length(playerPos); 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 #ifdef VL_CLOUDS_ACTIVE float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a; if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard; #endif #ifdef TAA vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z)); #else vec3 viewPos = ScreenToView(screenPos); #endif vec3 nViewPos = normalize(viewPos); float VdotU = dot(nViewPos, upVec); float VdotS = dot(nViewPos, sunVec); bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false; #ifdef GENERATED_NORMALS bool noGeneratedNormals = false; #endif int subsurfaceMode = 0; float smoothnessG = 0.0, highlightMult = 0.0, emission = 0.0, materialMask = 0.0, reflectMult = 0.0; vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0); vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0)); float fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0); float purkinjeOverwrite = 0.0, enderDragonDead = 1.0; float SSBLAlpha = 1.0; if (mat == DH_BLOCK_WATER) { #ifdef SHADER_WATER #include "/lib/materials/specificMaterials/translucents/water.glsl" #endif color.rgb *= 1.2; // compensates for lack of texture and material reflections } float fresnelM = (pow3(fresnel) * 0.85 + 0.15) * reflectMult; float lengthCylinder = max(length(playerPos.xz), abs(playerPos.y) * 2.0); color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder); #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 bool isLightSource = lmCoord.x > 0.99; #ifdef SS_BLOCKLIGHT blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x); #endif DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5, worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO, centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource, enderDragonDead); #ifdef SS_BLOCKLIGHT vec3 normalizedColor = normalize(color.rgb); vec3 lightAlbedo = normalizedColor * step(0.6, lmCoord.x); #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 vec4 reflection = GetReflection(normalM, viewPos.xyz, nViewPos, playerPos, lViewPos, -1.0, dhDepthTex1, dither, skyLightFactor, fresnel, smoothnessG, geoNormal, color.rgb, shadowMult, highlightMult, 0.0, vec2(0.0)); color.rgb = mix(color.rgb, reflection.rgb, fresnelM); #endif //// float sky = 0.0; float prevAlpha = color.a; DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0); float fogAlpha = color.a; color.a = prevAlpha * (1.0 - sky); /* DRAWBUFFERS:06 */ gl_FragData[0] = color; gl_FragData[1] = vec4(smoothnessG, 0.0, skyLightFactor, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission)); #ifdef SS_BLOCKLIGHT /* DRAWBUFFERS:069 */ gl_FragData[2] = vec4(lightAlbedo, SSBLAlpha); #if WORLD_SPACE_REFLECTIONS > 0 /* DRAWBUFFERS:06948 */ 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 #if WORLD_SPACE_REFLECTIONS > 0 /* DRAWBUFFERS:0648 */ 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 } #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 vec3 viewVector; out vec4 glColor; //Attributes// attribute vec4 at_tangent; //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; mat3 tbnMatrix = mat3( eastVec.x, northVec.x, normal.x, eastVec.y, northVec.y, normal.y, eastVec.z, northVec.z, normal.z ); viewVector = tbnMatrix * (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