#include "/lib/shaderSettings/materials.glsl" #ifdef IS_IRIS #ifndef INCLUDE_VOXELIZATION #define INCLUDE_VOXELIZATION #if COLORED_LIGHTING_INTERNAL <= 512 const ivec3 voxelVolumeSize = ivec3(COLORED_LIGHTING_INTERNAL, COLORED_LIGHTING_INTERNAL * 0.5, COLORED_LIGHTING_INTERNAL); #else const ivec3 voxelVolumeSize = ivec3(COLORED_LIGHTING_INTERNAL, 512 * 0.5, COLORED_LIGHTING_INTERNAL); #endif float effectiveACTdistance = min(float(COLORED_LIGHTING_INTERNAL), shadowDistance * 2.0); vec3 transform(mat4 m, vec3 pos) { return mat3(m) * pos + m[3].xyz; } vec3 SceneToVoxel(vec3 scenePos) { return scenePos + cameraPositionBestFract + (0.5 * vec3(voxelVolumeSize)); } bool CheckInsideVoxelVolume(vec3 voxelPos) { #ifndef SHADOW voxelPos -= voxelVolumeSize / 2; voxelPos += sign(voxelPos) * 0.95; voxelPos += voxelVolumeSize / 2; #endif voxelPos /= vec3(voxelVolumeSize); return clamp01(voxelPos) == voxelPos; } uint GetVoxelVolume(ivec3 pos) { return texelFetch(voxel_sampler, pos, 0).x & 32767u; } uint GetVoxelVolumeRaw(ivec3 pos) { return texelFetch(voxel_sampler, pos, 0).x; } vec4 GetComplexLightVolume(vec3 pos, sampler3D ff_sampler) { vec4 lightVolume; #if defined COMPOSITE1 || defined DEFERRED1 #undef ACT_CORNER_LEAK_FIX #endif #ifndef ACT_CORNER_LEAK_FIX lightVolume = texture(ff_sampler, pos); #else // Manual light filtering ivec3 posTX = ivec3(pos * voxelVolumeSize); vec3 texPos = pos * vec3(voxelVolumeSize) - 0.5; ivec3 base = ivec3(floor(texPos)); vec3 frac = fract(texPos); float lightDivide = 0.0; for (int x = 0; x <= 1; x++) for (int y = 0; y <= 1; y++) for (int z = 0; z <= 1; z++) { ivec3 offset = ivec3(x, y, z); ivec3 newPos = clamp(base + offset, ivec3(0), voxelVolumeSize - 1); // Light Leak Fix ivec3 realOffset = newPos - posTX; ivec3 absRealOffset = abs(realOffset); int totalRealOffset = absRealOffset.x + absRealOffset.y + absRealOffset.z; if (totalRealOffset == 2) { bool isReachable = false; ivec3 checkPos; if (realOffset.x != 0) { checkPos = posTX + ivec3(realOffset.x, 0, 0); if (int(GetVoxelVolume(checkPos)) == 0) isReachable = true; } if (realOffset.y != 0) { checkPos = posTX + ivec3(0, realOffset.y, 0); if (int(GetVoxelVolume(checkPos)) == 0) isReachable = true; } if (realOffset.z != 0) { checkPos = posTX + ivec3(0, 0, realOffset.z); if (int(GetVoxelVolume(checkPos)) == 0) isReachable = true; } if (!isReachable) continue; } else if (totalRealOffset == 3) continue; // Skip solids if (int(GetVoxelVolume(newPos)) == 1) continue; // Interpolation weight vec3 w3 = mix(vec3(1.0) - frac, frac, vec3(offset)); float weight = w3.x * w3.y * w3.z; lightVolume += weight * texelFetch(ff_sampler, newPos, 0); lightDivide += weight; } if (lightDivide > 0.0) lightVolume /= lightDivide; #endif return lightVolume; } vec4 GetLightVolume(vec3 pos) { vec4 lightVolume; if (int(framemod2) == 0) { lightVolume = GetComplexLightVolume(pos, floodfill_sampler_copy); } else { lightVolume = GetComplexLightVolume(pos, floodfill_sampler); } return lightVolume; } int GetVoxelIDs(int mat) { /* These return IDs must be consistent across the following files: "lightVoxelization.glsl", "blocklightColors.glsl", "item.properties" The order of if-checks or block IDs don't matter. The returning IDs matter. */ if (mat < 10604) { if (mat < 10396) { if (mat < 10300) { if (mat < 10228) { if (mat < 10076) { if (mat == 10056) return 14; // Lava Cauldron if (mat == 10068 || mat == 10070) return 13; // Lava if (mat == 10072) return 5; // Fire } else { if (mat == 10076) return 27; // Soul Fire #if defined GLOWING_NETHER_TREES && defined DO_IPBR_LIGHTS if (mat == 10216) return 62; // Crimson Stem, Crimson Hyphae if (mat == 10224) return 63; // Warped Stem, Warped Hyphae #endif } } else { if (mat < 10276) { if (mat == 10228) return 255; // Bedrock #if defined GLOWING_ORE_ANCIENTDEBRIS && defined DO_IPBR_LIGHTS if (mat == 10252) return 52; // Ancient Debris #endif #if defined GLOWING_RAW_BLOCKS && defined DO_IPBR_LIGHTS if (mat == 10268) return 43; // Raw Iron Block #endif #if defined GLOWING_ORE_IRON && defined DO_IPBR_LIGHTS if (mat == 10272) return 43; // Iron Ore #endif } else { #if defined GLOWING_ORE_IRON && defined DO_IPBR_LIGHTS if (mat == 10276) return 43; // Deepslate Iron Ore #endif #if defined GLOWING_RAW_BLOCKS && defined DO_IPBR_LIGHTS if (mat == 10280) return 45; // Raw Coper Block #endif #if defined GLOWING_ORE_COPPER && defined DO_IPBR_LIGHTS if (mat == 10284) return 45; // Copper Ore if (mat == 10288) return 45; // Deepslate Copper Ore #endif #if defined GLOWING_RAW_BLOCKS && defined DO_IPBR_LIGHTS if (mat == 10296) return 44; // Raw Gold Block #endif } } } else { if (mat < 10340) { if (mat < 10320) { #if defined GLOWING_ORE_GOLD && defined DO_IPBR_LIGHTS if (mat == 10300) return 44; // Gold Ore if (mat == 10302) return 44; // Deepslate Gold Ore #endif #if defined GLOWING_ORE_MODDED && defined DO_IPBR_LIGHTS if (mat == 10304) return 39; // Modded Pink Ore if (mat == 10306) return 36; // Modded Purple Ore #endif #if defined GLOWING_ORE_NETHERGOLD && defined DO_IPBR_LIGHTS if (mat == 10308) return 50; // Nether Gold Ore #endif } else { #if defined GLOWING_ORE_DIAMOND && defined DO_IPBR_LIGHTS if (mat == 10320) return 48; // Diamond Ore if (mat == 10324) return 48; // Deepslate Diamond Ore #endif if (mat == 10332) return 36; // Amethyst Cluster, Amethyst Buds #if defined GLOWING_EMERALD_BLOCK && defined DO_IPBR_LIGHTS if (mat == 10336) return 47; // Emerald Block #endif } } else { if (mat < 10356) { #if defined GLOWING_ORE_EMERALD && defined DO_IPBR_LIGHTS if (mat == 10340) return 47; // Emerald Ore if (mat == 10344) return 47; // Deepslate Emerald Ore #endif #if defined EMISSIVE_LAPIS_BLOCK && defined DO_IPBR_LIGHTS if (mat == 10352) return 42; // Lapis Block #endif } else { #if defined GLOWING_ORE_LAPIS && defined DO_IPBR_LIGHTS if (mat == 10356) return 46; // Lapis Ore if (mat == 10360) return 46; // Deepslate Lapis Ore #endif #if defined GLOWING_ORE_NETHERQUARTZ && defined DO_IPBR_LIGHTS if (mat == 10368) return 49; // Nether Quartz Ore #endif } } } } else { if (mat < 10516) { if (mat < 10476) { if (mat < 10448) { if (mat == 10396) return 11; // Jack o'Lantern if (mat == 10404) return 6; // Sea Pickle:Waterlogged if (mat == 10412) return 10; // Glowstone } else { if (mat == 10448) return 18; // Sea Lantern if (mat == 10452) return 37; // Magma Block #ifdef DO_IPBR_LIGHTS if (mat == 10456) return 60; // Command Block #endif } } else { if (mat < 10500) { if (mat == 10476) return 26; // Crying Obsidian #if defined GLOWING_ORE_GILDEDBLACKSTONE && defined DO_IPBR_LIGHTS if (mat == 10484) return 51; // Gilded Blackstone #endif if (mat == 10496) return 2; // Torch } else { if (mat == 10500) return 3; // End Rod #ifdef DO_IPBR_LIGHTS if (mat == 10508) return 39; // Chorus Flower:Alive if (mat == 10512) return 39; // Chorus Flower:Dead #endif } } } else { if (mat < 10564) { if (mat < 10548) { if (mat == 10516) return 21; // Furnace:Lit if (mat == 10528) return 28; // Soul Torch if (mat == 10544) return 34; // Glow Lichen } else { if (mat == 10548) return 33; // Enchanting Table if (mat == 10556) return 58; // End Portal Frame:Active if (mat == 10560 || mat == 10562) return 12; // Lantern } } else { if (mat < 10580) { if (mat == 10564) return 29; // Soul Lantern #if defined EMISSIVE_DRAGON_EGG && defined DO_IPBR_LIGHTS if (mat == 10572) return 38; // Dragon Egg #endif if (mat == 10576) return 22; // Smoker:Lit } else { if (mat == 10580) return 23; // Blast Furnace:Lit if (mat == 10592) return 17; // Respawn Anchor:Lit #ifdef DO_IPBR_LIGHTS if (mat == 10596) return 66; // Redstone Wire:Lit #endif } } } } } else { if (mat < 10788) { if (mat < 10656) { if (mat < 10632) { if (mat < 10616) { if (mat == 10604) return 35; // Redstone Torch #if defined EMISSIVE_REDSTONE_BLOCK && defined DO_IPBR_LIGHTS if (mat == 10608) return 41; // Redstone Block #endif #if defined GLOWING_ORE_REDSTONE && defined DO_IPBR_LIGHTS if (mat == 10612) return 32; // Redstone Ore:Unlit #endif } else { if (mat == 10616) return 31; // Redstone Ore:Lit #if defined GLOWING_ORE_REDSTONE && defined DO_IPBR_LIGHTS if (mat == 10620) return 32; // Deepslate Redstone Ore:Unlit #endif if (mat == 10624) return 31; // Deepslate Redstone Ore:Lit } } else { if (mat < 10646) { if (mat == 10632) return 20; // Cave Vines:With Glow Berries if (mat == 10640) return 16; // Redstone Lamp:Lit #ifdef DO_IPBR_LIGHTS if (mat == 10644) return 67; // Repeater:Lit, Comparator:Lit #endif } else { #ifdef DO_IPBR_LIGHTS if (mat == 10646) return 66; // Comparator:Unlit:Subtract #endif if (mat == 10648) return 19; // Shroomlight if (mat == 10652) return 15; // Campfire:Lit } } } else { if (mat < 10704) { if (mat < 10688) { if (mat == 10656) return 30; // Soul Campfire:Lit if (mat == 10680) return 7; // Ochre Froglight if (mat == 10684) return 8; // Verdant Froglight } else { if (mat == 10688) return 9; // Pearlescent Froglight if (mat == 10696) return 57; // Sculk, Sculk Catalyst if (mat == 10698) return 57; // Sculk Vein, Sculk Sensor:Unlit if (mat == 10700) return 57; // Sculk Shrieker } } else { if (mat < 10776) { if (mat == 10704) return 57; // Sculk Sensor:Lit #ifdef DO_IPBR_LIGHTS if (mat == 10708) return 53; // Spawner if (mat == 10736) return 64; // Structure Block, Jigsaw Block, Test Block, Test Instance Block #endif } else { #ifdef DO_IPBR_LIGHTS if (mat == 10776) return 61; // Warped Fungus, Crimson Fungus if (mat == 10780) return 61; // Potted Warped Fungus, Potted Crimson Fungus #endif if (mat == 10784) return 36; // Calibrated Sculk Sensor:Unlit } } } } else { if (mat < 10980) { if (mat < 10876) { if (mat < 10856) { if (mat == 10788) return 36; // Calibrated Sculk Sensor:Lit #ifdef DO_IPBR_LIGHTS if (mat == 10836) return 40; // Brewing Stand #endif if (mat == 10852) return 55; // Copper Bulb:BrighterOnes:Lit } else { if (mat == 10856) return 56; // Copper Bulb:DimmerOnes:Lit if (mat == 10868) return 54; // Trial Spawner:NotOminous:Active, Vault:NotOminous:Active if (mat == 10872) return 68; // Vault:Inactive } } else { if (mat < 10948) { if (mat == 10876) return 69; // Trial Spawner:Ominous:Active, Vault:Ominous:Active #ifdef DO_IPBR_LIGHTS if (mat == 10884) return 65; // Weeping Vines Plant #endif #ifndef COLORED_CANDLE_LIGHT if (mat >= 10900 && mat <= 10922) return 24; // Standard Candles:Lit #else if (mat == 10900) return 24; // Standard Candles:Lit if (mat == 10902) return 70; // Red Candles:Lit if (mat == 10904) return 71; // Orange Candles:Lit if (mat == 10906) return 72; // Yellow Candles:Lit if (mat == 10908) return 73; // Lime Candles:Lit if (mat == 10910) return 74; // Green Candles:Lit if (mat == 10912) return 75; // Cyan Candles:Lit if (mat == 10914) return 76; // Light Blue Candles:Lit if (mat == 10916) return 77; // Blue Candles:Lit if (mat == 10918) return 78; // Purple Candles:Lit if (mat == 10920) return 79; // Magenta Candles:Lit if (mat == 10922) return 80; // Pink Candles:Lit #endif } else { if (mat == 10948) return 82; // Creaking Heart: Active if (mat == 10972) return 83; // Firefly Bush if (mat == 10976) return 81; // Open Eyeblossom } } } else { if (mat < 31000) { if (mat < 30012) { if (mat < 21014) { if (mat == 10980) return 81; // Potted Open Eyeblossom if (abs(mat - 10986) <= 2) return 84; // Copper Torch, Copper Lantern if (mat == 21000) return 97; // White Modded Blocks - Also used For Black / Gray if (mat == 21002) return 43; // Brown Modded Blocks if (mat == 21004) return 70; // Red Modded Blocks if (mat == 21006) return 71; // Orange Modded Blocks if (mat == 21008) return 72; // Yellow Modded Blocks if (mat == 21010) return 73; // Lime Modded Blocks if (mat == 21012) return 74; // Green Modded Blocks } else { if (mat == 21014) return 75; // Cyan Modded Blocks if (mat == 21016) return 76; // Light Blue Modded Blocks if (mat == 21018) return 77; // Blue Modded Blocks if (mat == 21020) return 78; // Purple Modded Blocks if (mat == 21022) return 79; // Magenta Modded Blocks if (mat == 21024) return 80; // Pink Modded Blocks if (mat == 30008) return 254; // Tinted Glass } } else { if (mat == 30012) return 213; // Slime Block if (mat == 30016) return 201; // Honey Block if (mat == 30020) return 25; // Nether Portal } } else { if (mat < 32008) { if (mat >= 31000 && mat < 32000) return 200 + (mat - 31000) / 2; // Stained Glass+ if (mat == 32004) return 216; // Ice } else { if (mat == 32008) return 217; // Glass if (mat == 32012) return 218; // Glass Pane if (mat == 32016) return 4; // Beacon } } } } } return 1; // Standard Block } #if defined SHADOW && defined VERTEX_SHADER void UpdateVoxelMap(int mat) { if (mat == 32000 // Water || mat < 30000 && mat % 2 == 1 // Non-solid terrain || mat < 10000 // Block entities or unknown blocks that we treat as non-solid ) return; vec3 modelPos = gl_Vertex.xyz + at_midBlock.xyz / 64.0; vec3 viewPos = transform(gl_ModelViewMatrix, modelPos); vec3 scenePos = transform(shadowModelViewInverse, viewPos); #ifdef WORLD_CURVATURE scenePos.y += doWorldCurvature(scenePos.xz); #endif vec3 voxelPos = SceneToVoxel(scenePos); //#define OPTIMIZATION_ACT_HALF_RATE_VOXELS #ifdef OPTIMIZATION_ACT_HALF_RATE_VOXELS if (int(framemod2) == 0) { if (scenePos.z > 0.0) return; } else { if (scenePos.z < 0.0) return; } #endif #if defined GBUFFERS_COLORWHEEL || defined SHADOW_COLORWHEEL bool isEligible = true; #else bool isEligible = any(equal(ivec4(renderStage), ivec4( MC_RENDER_STAGE_TERRAIN_SOLID, MC_RENDER_STAGE_TERRAIN_TRANSLUCENT, MC_RENDER_STAGE_TERRAIN_CUTOUT, MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED))); #endif if (isEligible && CheckInsideVoxelVolume(voxelPos)) { int voxelData = GetVoxelIDs(mat); #if defined GBUFFERS_COLORWHEEL || defined SHADOW_COLORWHEEL voxelData = voxelData | 32768; #endif imageStore(voxel_img, ivec3(voxelPos), uvec4(voxelData, 0u, 0u, 0u)); } } #endif #endif //INCLUDE_VOXELIZATION #endif