Files
2026-05-07 21:38:27 +03:00

351 lines
11 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
//#define NIGHT_DESATURATION
#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;
in vec2 lmCoord;
flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 normal;
in vec4 glColor;
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
flat in vec2 midCoord;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
flat in vec3 binormal, tangent;
#endif
#ifdef POM
in vec3 viewVector;
in vec4 vTexCoordAM;
#endif
//Pipeline Constants//
//Common Variables//
float NdotU = dot(normal, vec3(0.0, 1.0, 0.0)); // NdotU is different here to improve held map visibility
float NdotUmax0 = max(NdotU, 0.0);
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;
float skyLightCheck = 0.0;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
#endif
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#if defined GENERATED_NORMALS || defined COATED_TEXTURES
#include "/lib/util/miplevel.glsl"
#endif
#ifdef GENERATED_NORMALS
#include "/lib/materials/materialMethods/generatedNormals.glsl"
#endif
#ifdef COATED_TEXTURES
#include "/lib/materials/materialMethods/coatedTextures.glsl"
#endif
#if IPBR_EMISSIVE_MODE != 1
#include "/lib/materials/materialMethods/customEmission.glsl"
#endif
#ifdef CUSTOM_PBR
#include "/lib/materials/materialHandling/customMaterials.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
//Program//
void main() {
skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility));
vec4 color = texture2D(tex, texCoord);
float purkinjeOverwrite = 0.0, emission = 0.0;
float smoothnessD = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
vec2 lmCoordM = lmCoord;
vec3 normalM = normal, shadowMult = vec3(0.5); // Reduced shadowMult for held items to not get too bright
#ifdef SS_BLOCKLIGHT
vec3 lightAlbedo = vec3(0.0);
#endif
float alphaCheck = color.a;
#ifdef DO_PIXELATION_EFFECTS
// Fixes artifacts on fragment edges with non-nvidia gpus
alphaCheck = max(fwidth(color.a), alphaCheck);
#endif
if (alphaCheck > 0.001) {
#if defined GENERATED_NORMALS || PIXEL_WATER == 1
vec3 colorP = color.rgb;
#endif
color *= glColor;
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z + 0.38);
vec3 viewPos = ScreenToView(screenPos);
vec3 playerPos = ViewToPlayer(viewPos);
if (color.a < 0.75) materialMask = 0.0;
bool noSmoothLighting = true, noGeneratedNormals = false, noDirectionalShading = false, noVanillaAO = false;
float smoothnessG = 0.0, highlightMult = 1.0, noiseFactor = 0.6;
vec3 geoNormal = normalM;
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
vec3 maRecolor = vec3(0.0);
float overlayNoiseIntensity = 1.0;
float snowNoiseIntensity = 1.0;
float sandNoiseIntensity = 1.0;
float mossNoiseIntensity = 1.0;
float overlayNoiseEmission = 1.0;
bool isFoliage = false;
#ifdef IPBR
#if defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008
#include "/lib/materials/materialHandling/irisIPBR.glsl"
if (materialMask != OSIEBCA * 254.0) materialMask += OSIEBCA * 100.0; // Entity Reflection Handling
#endif
#ifdef GENERATED_NORMALS
if (!noGeneratedNormals) GenerateNormals(normalM, colorP);
#endif
#ifdef COATED_TEXTURES
CoatTextures(color.rgb, noiseFactor, playerPos, false);
#endif
#if IPBR_EMISSIVE_MODE != 1
emission = GetCustomEmissionForIPBR(color, emission);
#endif
#else
#ifdef CUSTOM_PBR
GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, 0.0);
#endif
#endif
// Support for modded light sources and blockID set by the user
#if defined IS_IRIS && !defined MC_OS_MAC
if (currentRenderedItemId == 0) {
float screenWidth = viewPos.x;
float region1End = -0.1; // End of the first 2/5 region
float region2Start = 0.1; // Start of the last 2/5 region
int heldBlockLight = 0;
if (screenWidth <= region1End || screenWidth >= region2Start) {
heldBlockLight = (viewPos.x > 0.0 ^^ isRightHanded) ? heldBlockLightValue2 : heldBlockLightValue;
}
if (heldBlockLight > 0) {
bool doesNothing;
emission = DoAutomaticEmission(noSmoothLighting, doesNothing, color.rgb, 0.0, heldBlockLight, 0.0);
}
}
#endif
#ifdef SS_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
#endif
emission *= EMISSION_MULTIPLIER;
DoLighting(color, shadowMult, playerPos, viewPos, 0.0, geoNormal, normalM, 0.5,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
false, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, false,
enderDragonDead);
#ifdef SS_BLOCKLIGHT
lightAlbedo = normalize(color.rgb) * min1(emission) * float(heldBlockLightValue > 0 || heldBlockLightValue2 > 0 || heldItemId == 45032 || heldItemId2 == 45032);
#endif
#ifdef IPBR
color.rgb += maRecolor;
#endif
}
float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
float handSSBLMask = 0.0;
#ifdef ENTITIES_ARE_LIGHT
handSSBLMask = 0.2 + isSneaking * 0.5;
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
skyLightFactor *= 0.5;
#endif
float purkinjeData = 1.0;
#if defined IS_IRIS || defined IS_ANGELICA || MC_VERSION >= 11600
purkinjeData = lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission);
#endif
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(smoothnessD, materialMask, skyLightFactor, purkinjeData);
#if BLOCK_REFLECT_QUALITY >= 2 && (RP_MODE >= 2 || defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
/* DRAWBUFFERS:064 */
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:0649 */
gl_FragData[3] = vec4(lightAlbedo, handSSBLMask);
#endif
#elif defined SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, handSSBLMask);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
out vec2 texCoord;
out vec2 lmCoord;
flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 normal;
out vec4 glColor;
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA)
out vec2 signMidCoordPos;
flat out vec2 absMidCoordPos;
flat out vec2 midCoord;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
flat out vec3 binormal, tangent;
#endif
#ifdef POM
out vec3 viewVector;
out vec4 vTexCoordAM;
#endif
//Attributes//
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
attribute vec4 mc_midTexCoord;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
attribute vec4 at_tangent;
#endif
attribute vec4 at_midBlock;
//Common Variables//
//Common Functions//
//Includes//
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
#endif
lmCoord = GetLightMapCoordinates();
glColor = gl_Color;
normal = normalize(gl_NormalMatrix * gl_Normal);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
sunVec = GetSunVector();
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
signMidCoordPos = sign(texMinMidCoord);
absMidCoordPos = abs(texMinMidCoord);
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
#endif
#ifdef POM
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
vTexCoordAM.zw = abs(texMinMidCoord) * 2;
vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
#endif
#if HAND_SWAYING > 0
#include "/lib/misc/handSway.glsl"
#endif
}
#endif