/*---------------------------------------------------------------------------------------------- _____ _____ ( ___ ) ( ___ ) | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | ██╗ ██╗███╗ ██╗██╗███████╗ ██████╗ ██████╗ ███╗ ███╗███████╗ | | | | ██║ ██║████╗ ██║██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔════╝ | | | | ██║ ██║██╔██╗ ██║██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████╗ | | | | ██║ ██║██║╚██╗██║██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║╚════██║ | | | | ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║ | | | | ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ | | |___|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|___| (_____) (thanks to isuewo and SpacEagle17) (_____) ---------------------------------------------------------------------------------------------*/ uniform bool isRightHanded = true; uniform bool heavyFog = false; uniform bool firstPersonCamera = true; uniform bool is_invisible = false; uniform int renderStage; uniform int blockEntityId; uniform int currentRenderedItemId; uniform int entityId; uniform int frameCounter; uniform int heldBlockLightValue; uniform int heldBlockLightValue2; uniform int heldItemId; uniform int heldItemId2; uniform int isEyeInWater; uniform int moonPhase; uniform int worldTime; uniform int worldDay; #if MC_VERSION > 11800 && defined OVERWORLD uniform int bedrockLevel = -64; #else uniform int bedrockLevel = 0; #endif uniform int hideGUI; uniform float aspectRatio; uniform float blindness; uniform float darknessFactor; uniform float darknessLightFactor; uniform float maxBlindnessDarkness; uniform float eyeAltitude; uniform float frameTime; #ifdef FROZEN_TIME float frameTimeCounter = 10; #else uniform float frameTimeCounter; #endif uniform float far; uniform float near; uniform float nightVision; uniform float rainStrength; uniform float screenBrightness; uniform float viewHeight; uniform float viewWidth; uniform float wetness; uniform float sunAngle; uniform float playerMood; uniform float cloudHeight = 192.0; uniform float currentPlayerArmor = 0.0; uniform ivec2 atlasSize; uniform ivec2 eyeBrightness; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition; uniform vec3 fogColor; uniform vec3 previousCameraPosition; uniform vec3 skyColor; uniform vec3 eyePosition; uniform vec3 relativeEyePosition; uniform vec4 entityColor; uniform vec4 lightningBoltPosition = vec4(0); uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferPreviousProjection; uniform mat4 shadowModelView; uniform mat4 shadowModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowProjectionInverse; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; uniform sampler2D colortex4; uniform sampler2D colortex5; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex8; #ifdef SS_BLOCKLIGHT uniform sampler2D colortex9; uniform sampler2D colortex10; #endif uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D depthtex2; uniform sampler2D gaux2; uniform sampler2D gaux4; uniform sampler2D normals; uniform sampler2D noisetex; uniform sampler2D specular; uniform sampler2D tex; #if (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009) && defined FINAL uniform sampler2D epWatermark; #endif uniform ivec3 cameraPositionInt; uniform ivec3 previousCameraPositionInt; uniform vec3 cameraPositionFract; uniform vec3 previousCameraPositionFract; #ifdef IS_IRIS #if MC_VERSION >= 12109 uniform float endFlashIntensity; uniform vec3 endFlashPosition; #endif #endif #if SHADOW_QUALITY > -1 || defined LIGHTSHAFTS_ACTIVE || defined FF_BLOCKLIGHT uniform sampler2D shadowcolor0; uniform sampler2D shadowcolor1; uniform sampler2DShadow shadowtex1; #ifdef COMPOSITE1 uniform sampler2D shadowtex0; #else uniform sampler2DShadow shadowtex0; #endif #endif #ifdef DISTANT_HORIZONS uniform int dhRenderDistance; uniform mat4 dhProjection; uniform mat4 dhProjectionInverse; uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; uniform float dhNearPlane; uniform float dhFarPlane; #endif #if !defined DH_TERRAIN && !defined DH_WATER uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; #else mat4 gbufferProjection = dhProjection; mat4 gbufferProjectionInverse = dhProjectionInverse; #endif #if COLORED_LIGHTING_INTERNAL > 0 || defined END_PORTAL_BEAM_INTERNAL uniform usampler3D voxel_sampler; uniform sampler3D floodfill_sampler; uniform sampler3D floodfill_sampler_copy; #endif #ifdef PUDDLE_VOXELIZATION uniform usampler2D puddle_sampler; #endif #if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 uniform sampler2D textureAtlas; uniform usampler3D wsr_sampler; #if WORLD_SPACE_PLAYER_REF == 1 uniform sampler2D playerAtlas_sampler; #endif #ifdef CLOUD_SHADOWS uniform sampler2D cloudWaterTex; #endif #endif #ifdef ACT_GROUND_LEAVES_FIX uniform usampler3D leaves_sampler; #endif /*----------------------------------------------------------------------------- ___ _ _ ___ _____ ___ __ __ _ _ _ _ ___ ___ ___ ___ __ __ ___ / __| | | / __|_ _/ _ \| \/ | | | | | \| |_ _| __/ _ \| _ \ \/ / __| | (__| |_| \__ \ | || (_) | |\/| | | |_| | .` || || _| (_) | / |\/| \__ \ \___|\___/|___/ |_| \___/|_| |_| \___/|_|\_|___|_| \___/|_|_\_| |_|___/ -----------------------------------------------------------------------------*/ uniform bool isOnGround = true; uniform float framemod2; uniform float framemod4; uniform float framemod8; uniform float framemod600; uniform float isEyeInCave; uniform float inDry; uniform float inRainy; uniform float inSnowy; uniform float starter; uniform float frameTimeSmooth; uniform float eyeBrightnessM; uniform float eyeBrightnessM2; uniform float rainFactorUniform; uniform float inBasaltDeltas = 0.0; uniform float inCrimsonForest = 0.0; uniform float inNetherWastes = 1.0; uniform float inSoulValley = 0.0; uniform float inWarpedForest = 0.0; uniform float inPaleGarden = 0.0; uniform float isSneaking = 1.0; uniform float isSprinting = 0.0; uniform float inLushCave = 0.0; uniform float inSand = 0.0; uniform float inRedSand; uniform float lightningFlashOptifine; uniform float inForest; uniform float shaderStart; uniform float shaderStartSmooth; uniform float inVanillaEnd = 1.0; uniform float isShockwave = 1.0; uniform float eyeBrightnessXM; uniform float eyeBrightnessXM2; uniform float waterAltitude = 61.9; uniform float inJungle = 0.0; uniform float thunderFactor = 0.0; uniform vec2 viewSize; uniform vec2 texelSize;