466 lines
16 KiB
GLSL
466 lines
16 KiB
GLSL
//////////////////////////////////////////
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// Complementary Shaders by EminGT //
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// With Euphoria Patches by SpacEagle17 //
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//////////////////////////////////////////
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//Common//
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#include "/lib/common.glsl"
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#include "/lib/shaderSettings/shockwave.glsl"
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#include "/lib/shaderSettings/entities.glsl"
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#include "/lib/shaderSettings/emissionMult.glsl"
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//#define NIGHT_DESATURATION
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
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#include "/lib/misc/distortWorld.glsl"
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FRAGMENT_SHADER
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in vec2 texCoord;
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in vec2 lmCoord;
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flat in vec3 upVec, sunVec, northVec, eastVec;
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in vec3 normal;
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in vec4 glColor;
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
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in vec2 signMidCoordPos;
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flat in vec2 absMidCoordPos;
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flat in vec2 midCoord;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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flat in vec3 binormal, tangent;
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#endif
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#ifdef POM
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in vec3 viewVector;
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in vec4 vTexCoordAM;
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#endif
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//Pipeline Constants//
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//Common Variables//
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float NdotU = dot(normal, upVec);
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float NdotUmax0 = max(NdotU, 0.0);
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float SdotU = dot(sunVec, upVec);
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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;
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float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
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float sunVisibility2 = sunVisibility * sunVisibility;
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float shadowTimeVar1 = abs(sunVisibility - 0.5) * 2.0;
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float shadowTimeVar2 = shadowTimeVar1 * shadowTimeVar1;
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float shadowTime = shadowTimeVar2 * shadowTimeVar2;
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float skyLightCheck = 0.0;
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float entitySSBLMask = 1.0;
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#ifdef OVERWORLD
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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#else
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vec3 lightVec = sunVec;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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#endif
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//Common Functions//
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//Includes//
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#include "/lib/util/dither.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/mainLighting.glsl"
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES
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#include "/lib/util/miplevel.glsl"
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#endif
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#ifdef GENERATED_NORMALS
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#include "/lib/materials/materialMethods/generatedNormals.glsl"
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#endif
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#ifdef COATED_TEXTURES
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#include "/lib/materials/materialMethods/coatedTextures.glsl"
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#endif
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#if IPBR_EMISSIVE_MODE != 1
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#include "/lib/materials/materialMethods/customEmission.glsl"
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#endif
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#ifdef CUSTOM_PBR
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#include "/lib/materials/materialHandling/customMaterials.glsl"
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#endif
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#ifdef COLOR_CODED_PROGRAMS
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#include "/lib/misc/colorCodedPrograms.glsl"
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#endif
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#ifdef SS_BLOCKLIGHT
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#include "/lib/lighting/coloredBlocklight.glsl"
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#endif
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#ifdef ATM_COLOR_MULTS
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#include "/lib/colors/colorMultipliers.glsl"
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#endif
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#if SHOCKWAVE > 0
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#include "/lib/misc/shockwave.glsl"
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#endif
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//Program//
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void main() {
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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vec3 viewPos = ScreenToView(screenPos);
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vec3 nViewPos = normalize(viewPos);
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vec3 playerPos = ViewToPlayer(viewPos);
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float lViewPos = length(viewPos);
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float purkinjeOverwrite = 0.0, emission = 0.0, emissionOld = 0.0;
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if (glColor.a < 0.0) discard;
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skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility));
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#if SHOCKWAVE > 0
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vec4 color = doShockwave(playerPos + relativeEyePosition, texCoord);
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#else
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vec4 color = texture2D(tex, texCoord);
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#endif
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vec3 colorP = color.rgb;
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color *= glColor;
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float smoothnessD = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
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vec2 lmCoordM = lmCoord;
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vec3 normalM = normal, shadowMult = vec3(1.0);
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vec3 lightAlbedo = vec3(0.0);
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float alphaCheck = color.a;
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#ifdef DO_PIXELATION_EFFECTS
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// Fixes artifacts on fragment edges with non-nvidia gpus
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if (entityId != 50112) alphaCheck = max(fwidth(color.a), alphaCheck); // Except for nametags as that causes issues
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#endif
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if (alphaCheck > 0.001) {
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float overlayNoiseIntensity = 1.0;
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float snowNoiseIntensity = 1.0;
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float sandNoiseIntensity = 1.0;
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float mossNoiseIntensity = 1.0;
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float overlayNoiseEmission = 1.0;
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float overlayNoiseTransparentOverwrite = 0.0;
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bool isFoliage = false;
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vec3 dhColor = vec3(1.0);
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#if SEASONS > 0
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#include "/lib/materials/seasons.glsl"
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#endif
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#if MONOTONE_WORLD > 0
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#if MONOTONE_WORLD == 1
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color.rgb = vec3(1.0);
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#elif MONOTONE_WORLD == 2
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color.rgb = vec3(0.0);
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#else
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color.rgb = vec3(0.5);
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#endif
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#endif
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float dither = Bayer64(gl_FragCoord.xy);
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#ifdef TAA
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dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
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#endif
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color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a);
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bool noSmoothLighting = atlasSize.x < 600.0; // To fix fire looking too dim
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bool noGeneratedNormals = false, noDirectionalShading = false, noVanillaAO = false;
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float smoothnessG = 0.0, highlightMult = 0.0, emission = 0.0, noiseFactor = 0.75;
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vec3 maRecolor = vec3(0.0);
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if (entityId >= 50015 && entityId <= 50017) { // Player
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#include "/lib/materials/specificMaterials/others/SpacEagle17.glsl"
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}
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#ifdef IPBR
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#if defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008
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if (currentRenderedItemId == 0) {
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#include "/lib/materials/materialHandling/entityIPBR.glsl"
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} else {
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#include "/lib/materials/materialHandling/irisIPBR.glsl"
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}
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#else
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#include "/lib/materials/materialHandling/entityIPBR.glsl"
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#endif
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if (materialMask != OSIEBCA * 254.0) materialMask += OSIEBCA * 100.0; // Entity Reflection Handling
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#ifdef GENERATED_NORMALS
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if (!noGeneratedNormals) GenerateNormals(normalM, colorP);
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#endif
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#ifdef COATED_TEXTURES
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CoatTextures(color.rgb, noiseFactor, playerPos, false);
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#endif
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#if IPBR_EMISSIVE_MODE != 1
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emission = GetCustomEmissionForIPBR(color, emission);
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#endif
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#else
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#ifdef CUSTOM_PBR
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GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, lViewPos);
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#endif
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if (entityId == 50004) { // Lightning Bolt
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#include "/lib/materials/specificMaterials/others/lightningBolt.glsl"
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} else if (entityId == 50008) { // Item Frame, Glow Item Frame
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noSmoothLighting = true;
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} else if (entityId == 50016 || entityId == 50017) { // Player
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#if IRIS_VERSION >= 10800
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if (entityId == 50017) entitySSBLMask = 0.0;
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#else
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if (length(playerPos) < 4.0) entitySSBLMask = 0.0;
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#endif
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} else if (entityId == 50076) { // Boats
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playerPos.y += 0.38; // consistentBOAT2176
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}
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#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
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if (entityId == 50020) { // blaze
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color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
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} else if (entityId == 50052) { // Magma Cube
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color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
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} else if (entityId == 50088) { // Entity Flame
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color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
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} else if (entityId == 50092 || entityId == 50093) { // fireball, small fireball
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color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
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}
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#endif
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#endif
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color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a);
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normalM = gl_FrontFacing ? normalM : -normalM; // Inverted Normal Workaround
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vec3 geoNormal = normalM;
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vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
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#ifdef SS_BLOCKLIGHT
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lightAlbedo = normalize(color.rgb) * min1(emission);
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
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#endif
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emission *= EMISSION_MULTIPLIER;
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bool isLightSource = lmCoord.x > 0.99;
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DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
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worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
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true, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
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enderDragonDead);
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#ifdef IPBR
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color.rgb += maRecolor;
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#endif
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emissionOld = emission;
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}
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vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a);
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float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
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#ifdef ENTITIES_ARE_LIGHT
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entitySSBLMask = 1.0;
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#endif
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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#ifdef IRIS_FEATURE_FADE_VARIABLE
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skyLightFactor *= 0.5;
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#endif
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/* DRAWBUFFERS:036 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(1.0 - translucentMult, 1.0);
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gl_FragData[2] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emissionOld));
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#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE >= 1
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/* DRAWBUFFERS:0364 */
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gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
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#ifdef SS_BLOCKLIGHT
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/* DRAWBUFFERS:03649 */
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gl_FragData[4] = vec4(lightAlbedo, entitySSBLMask);
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#endif
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#elif defined SS_BLOCKLIGHT
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/* DRAWBUFFERS:0369 */
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gl_FragData[3] = vec4(lightAlbedo, entitySSBLMask);
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#endif
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VERTEX_SHADER
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out vec2 texCoord;
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out vec2 lmCoord;
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flat out vec3 upVec, sunVec, northVec, eastVec;
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out vec3 normal;
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out vec4 glColor;
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
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out vec2 signMidCoordPos;
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flat out vec2 absMidCoordPos;
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flat out vec2 midCoord;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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flat out vec3 binormal, tangent;
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#endif
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#ifdef POM
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out vec3 viewVector;
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out vec4 vTexCoordAM;
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#endif
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//Attributes//
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || (defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)) || defined WAVE_EVERYTHING
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attribute vec4 mc_midTexCoord;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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attribute vec4 at_tangent;
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#endif
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attribute vec4 at_midBlock;
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//Common Variables//
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//Common Functions//
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//Includes//
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#ifdef WAVE_EVERYTHING
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#include "/lib/materials/materialMethods/wavingBlocks.glsl"
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#endif
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//Program//
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void main() {
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gl_Position = ftransform();
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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#ifdef ATLAS_ROTATION
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texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
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#endif
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lmCoord = GetLightMapCoordinates();
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lmCoord.x = min(lmCoord.x, 0.9);
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//Fixes some servers/mods making entities insanely bright, while also slightly reducing the max blocklight on a normal entity
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glColor = gl_Color;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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upVec = normalize(gbufferModelView[1].xyz);
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eastVec = normalize(gbufferModelView[0].xyz);
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northVec = normalize(gbufferModelView[2].xyz);
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sunVec = GetSunVector();
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
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midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texMinMidCoord = texCoord - midCoord;
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signMidCoordPos = sign(texMinMidCoord);
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absMidCoordPos = abs(texMinMidCoord);
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
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tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
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#endif
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#ifdef POM
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
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vTexCoordAM.zw = abs(texMinMidCoord) * 2;
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vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
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#endif
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#ifdef GBUFFERS_ENTITIES_GLOWING
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if (glColor.a > 0.99) gl_Position.z *= 0.01;
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#endif
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#ifdef EMIN_BOAT
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if (entityId == 50076) {
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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position.y += 1.25;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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}
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#endif
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#ifdef FLICKERING_FIX
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if (entityId == 50008 || entityId == 50012) { // Item Frame, Glow Item Frame
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if (dot(normal, upVec) > 0.99) {
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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vec3 comPos = fract(position.xyz + cameraPosition);
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comPos = abs(comPos - vec3(0.5));
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if ((comPos.y > 0.437 && comPos.y < 0.438) || (comPos.y > 0.468 && comPos.y < 0.469)) {
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gl_Position.z += 0.0001;
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}
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}
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if (gl_Normal.y == 1.0) { // Maps
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normal = upVec * 2.0;
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}
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} else if (entityId == 50084) { // Slime, Chicken
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gl_Position.z -= 0.00015;
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}
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#if SHADOW_QUALITY == -1
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#ifdef VANILLA_ENTITY_SHADOWS
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if (glColor.a < 0.5) gl_Position.z -= 0.0005;
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#else
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if (glColor.a < 0.5) gl_Position.z += 0.0005;
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#endif
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#endif
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#endif
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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#ifdef MIRROR_DIMENSION
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doMirrorDimension(position);
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#endif
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#ifdef WORLD_CURVATURE
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position.y += doWorldCurvature(position.xz);
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#endif
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#ifdef WAVE_EVERYTHING
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DoWaveEverything(position.xyz);
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#endif
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#endif
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#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
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if (entityId == 50200) {
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gl_Position = vec4(-1);
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}
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#endif
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#if DRAGON_DEATH_EFFECT_INTERNAL == 1 && !defined IRIS_TAG_SUPPORT
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if (entityId == 0 && gl_Color.a < 0.2 && abs(normal.y) < 0.2) {
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glColor.a = -100000.0;
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}
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#endif
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}
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#endif
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