#ifndef INCLUDE_ENDER_BEAMS #define INCLUDE_ENDER_BEAMS #include "/lib/colors/lightAndAmbientColors.glsl" vec2 wind = vec2(syncedTime * 0.00); float BeamNoise(vec2 planeCoord, vec2 wind) { float noise = texture2DLod(noisetex, planeCoord * 0.175 - wind * 0.0625, 0.0).b; noise+= texture2DLod(noisetex, planeCoord * 0.04375 + wind * 0.0375, 0.0).b * 5.0; return noise; } vec3 DrawEnderBeams(float VdotU, vec3 playerPos, vec3 nViewPos) { int sampleCount = 8; float beamMult = 1.0; float beamPow = 3.0; float beamPurpleReducer = vlFactor; float beamOrangeIncreaser = vlFactor; float VdotUM = 1.0 - pow2(VdotU); float VdotUM2 = sqrt(VdotUM) + 0.15 * smoothstep1(pow2(pow2(1.0 - abs(VdotU)))); #if defined IS_IRIS && MC_VERSION >= 12109 && EP_END_FLASH % 2 == 0 vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition; worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z)); vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos; vec3 nViewPosWorldM = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z)); float endFlashDirectionFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorldM)), 12.0); float endFlashFactor = endFlashIntensity * endFlashDirectionFactor; beamOrangeIncreaser = mix(beamOrangeIncreaser, 1.0, endFlashFactor); beamPurpleReducer = mix(beamPurpleReducer, 1.6, endFlashFactor); beamPow = mix(beamPow, 0.7, endFlashFactor * (pow(VdotUM, 8.0) * 0.75 + 0.25 * pow(1.0 - abs(VdotU) * 0.1 - 0.9 * pow2(VdotU), 30.0))); //beamPow = max(beamPow, 0.0001); // fix NaNs VdotUM = mix(VdotUM, sqrt2(VdotUM), endFlashFactor); #endif vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - beamPurpleReducer) * E_BEAM_I; vec3 beamOrange = endOrangeCol * (300.0 + 700.0 * beamOrangeIncreaser); vec4 beams = vec4(0.0); float gradientMix = 1.0; for (int i = 0; i < sampleCount; i++) { vec2 planeCoord = playerPos.xz + cameraPosition.xz; planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014; float noise = BeamNoise(planeCoord, wind); #ifndef BEAMS_NEAR_PLAYER noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0; #else noise = max(0.75 - 1.0 / abs(noise - (4.0 + dot(upVec, upVec) * 2.0)), 0.0) * 3.0; #endif if (noise > 0.0) { noise *= 0.65; float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b; noise *= 0.5 * fireNoise + 0.75; //noise = max0(noise); // fix NaNs noise = pow(noise, 1.75) * 2.9 / sampleCount; #ifndef BEAMS_NEAR_PLAYER noise *= VdotUM2; #endif vec3 beamColor = beamPurple; beamColor += beamOrange * pow2(pow2(fireNoise - 0.5)); beamColor *= gradientMix / sampleCount; noise *= exp2(-6.0 * i / float(sampleCount)); beams += vec4(noise * beamColor, noise); } gradientMix += 1.0; } #ifdef RAIN_ATMOSPHERE beams.rgb += 0.2 * isLightningActive(); #endif beamMult *= pow(beams.a, beamPow) * 3.5; beams.rgb = sqrt(beams.rgb) * beamMult; if(any(isnan(beams.rgb))) beams.rgb = vec3(0.0); return beams.rgb; } #endif //INCLUDE_ENDER_BEAMS