////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.glsl" #define BEACON_BEAM_EMISSION 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0] #if defined MIRROR_DIMENSION || defined WORLD_CURVATURE #include "/lib/misc/distortWorld.glsl" #endif //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FRAGMENT_SHADER in vec2 texCoord; flat in vec3 upVec, sunVec; in vec4 glColor; //Pipeline Constants// //Common Variables// 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; //Common Functions// //Includes// #include "/lib/util/spaceConversion.glsl" #include "/lib/util/dither.glsl" #include "/lib/atmospherics/fog/mainFog.glsl" #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #ifdef COLOR_CODED_PROGRAMS #include "/lib/misc/colorCodedPrograms.glsl" #endif //Program// void main() { vec4 color = texture2D(tex, texCoord); vec3 colorP = color.rgb; 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 #ifdef DISTANT_HORIZONS vec3 screenPosDH = vec3(screenPos.xy, texture2D(dhDepthTex, screenPos.xy).r); #ifdef TAA vec3 viewPosDH = ScreenToViewDH(vec3(TAAJitter(screenPosDH.xy, -0.5), screenPosDH.z)); #else vec3 viewPosDH = ScreenToViewDH(screenPosDH); #endif if (viewPos.z < viewPosDH.z) discard; #endif float lViewPos = length(viewPos); vec3 nViewPos = normalize(viewPos); vec3 playerPos = ViewToPlayer(viewPos); float VdotU = dot(nViewPos, upVec); float VdotS = dot(nViewPos, sunVec); float dither = Bayer64(gl_FragCoord.xy); #ifdef TAA dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0)); #endif #ifdef ATM_COLOR_MULTS atmColorMult = GetAtmColorMult(); #endif float emission = 1.0; #ifdef IPBR emission = dot(colorP, colorP); if (0.5 > color.a && color.a > 0.01) { color.a = 0.101; emission = pow2(pow2(emission)) * 0.1; } emission *= BEACON_BEAM_EMISSION; color.rgb *= color.rgb * emission * 1.75; color.rgb += emission * 0.05; #else color.rgb *= color.rgb * 4.0 * BEACON_BEAM_EMISSION; #endif #ifdef SS_BLOCKLIGHT vec3 lightAlbedo = normalize(color.rgb) * min1(emission); #endif color.rgb *= 0.5 + 0.5 * exp(-lViewPos * 0.04); #ifdef COLOR_CODED_PROGRAMS ColorCodeProgram(color, -1); #endif // We do fog here as well because the outer layer of the beam has broken depth in later programs float sky = 0.0; #ifndef NETHER if (playerPos.y > 0.0) { playerPos.y = pow(playerPos.y / far, 0.15) * far; } #endif float prevAlpha = color.a; DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0); color.a = prevAlpha * (1.0 - sky); if (color.a < 0.2 * dither) discard; /* DRAWBUFFERS:06 */ gl_FragData[0] = color; gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0); #ifdef SS_BLOCKLIGHT /* DRAWBUFFERS:069 */ gl_FragData[2] = vec4(lightAlbedo, 1); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER out vec2 texCoord; flat out vec3 upVec, sunVec; out vec4 glColor; //Attributes// #if defined ATLAS_ROTATION || defined WAVE_EVERYTHING attribute vec4 mc_midTexCoord; vec2 lmCoord = GetLightMapCoordinates(); #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() { gl_Position = ftransform(); #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif upVec = normalize(gbufferModelView[1].xyz); sunVec = GetSunVector(); texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; #ifdef ATLAS_ROTATION texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0)))); #endif #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 glColor = gl_Color; } #endif