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

298 lines
10 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/tonemaps.glsl"
#include "/lib/shaderSettings/stars.glsl"
//#define SECRET_CAELUM_SUPPORT_SETTING
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
flat in vec3 upVec, sunVec;
flat in vec4 glColor;
#ifdef OVERWORLD
flat in float vanillaStars;
#endif
//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;
const int DoCompTonemap = 0;
const int DoBSLTonemap = 1;
const int ACESTonemap = 2;
const int ACESRedModified = 3;
const int BurgessTonemap = 4;
const int LottesTonemap = 5;
const int Uncharted2 = 6;
const int uncharted2_tonemap_partial = 7;
const int uncharted2_filmic = 8;
const int reinhard2 = 9;
const int filmic = 10;
const int GTTonemap = 11;
const int uchimura = 12;
const int agxTonemap = 13;
const int unreal = 14;
//Common Functions//
//Includes//
#include "/lib/util/dither.glsl"
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#include "/lib/atmospherics/stars.glsl"
#include "/lib/atmospherics/shootingStars.glsl"
#endif
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
#if SUN_MOON_STYLE >= 2
#include "/lib/util/spaceConversion.glsl"
#endif
//Program//
void main() {
vec4 color = vec4(glColor.rgb, 1.0);
float alphaColor = glColor.a;
#ifdef OVERWORLD
if (vanillaStars > 0.5) {
discard;
}
#if IRIS_VERSION >= 10800 && IRIS_VERSION < 10805
if (renderStage == MC_RENDER_STAGE_MOON) {
discard; // Fixes the vanilla sky gradient causing the sun to disappear
}
#endif
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
vec3 nViewPos = normalize(viewPos.xyz);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
float dither = Bayer8(gl_FragCoord.xy);
color.rgb = GetSky(VdotU, VdotS, dither, true, false);
#ifdef SECRET_CAELUM_SUPPORT_SETTING
if (alphaColor < 1.0 && alphaColor > 0.0) color.rgb = glColor.rgb * alphaColor;
#endif
#ifdef ATM_COLOR_MULTS
color.rgb *= GetAtmColorMult();
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
color.rgb *= moonPhaseInfluence;
#endif
vec2 starCoord = GetStarCoord(viewPos.xyz, 0.5);
#if STAR_BRIGHTNESS != 3
vec3 starColor = GetStars(starCoord, VdotU, VdotS, 1.0, 0.0);
#define ADD_STAR_LAYER_OW1 (STAR_LAYER_OW == 1 || STAR_LAYER_OW == 3)
#define ADD_STAR_LAYER_OW2 (STAR_LAYER_OW == 2 || STAR_LAYER_OW == 3)
#if ADD_STAR_LAYER_OW1
starColor = max(starColor, GetStars(starCoord, VdotU, VdotS, 0.66, 0.0));
#endif
#if ADD_STAR_LAYER_OW2
starColor = max(starColor, GetStars(starCoord, VdotU, VdotS, 2.2, 0.45));
#endif
color.rgb += starColor;
#ifdef SHOOTING_STARS
color.rgb += GetShootingStars(starCoord, VdotU, VdotS);
#endif
#endif
#if SUN_MOON_STYLE >= 2
float absVdotS = abs(VdotS);
#if SUN_MOON_STYLE == 2
float sunSizeFactor1 = 0.9975;
float sunSizeFactor2 = 400.0;
float moonCrescentOffset = 0.0055;
float moonPhaseFactor1 = 2.45;
float moonPhaseFactor2 = 750.0;
#else
float sunSizeFactor1 = 0.9983;
float sunSizeFactor2 = 588.235;
float moonCrescentOffset = 0.0042;
float moonPhaseFactor1 = 2.2;
float moonPhaseFactor2 = 1000.0;
#endif
if (absVdotS > sunSizeFactor1) {
float sunMoonMixer = sqrt1(sunSizeFactor2 * (absVdotS - sunSizeFactor1));
#ifdef SUN_MOON_DURING_RAIN
sunMoonMixer *= 1.0 - 0.4 * rainFactor2;
#else
sunMoonMixer *= 1.0 - rainFactor2;
#endif
if (VdotS > 0.0) {
sunMoonMixer = pow2(sunMoonMixer) * GetHorizonFactor(SdotU);
#ifdef CAVE_FOG
sunMoonMixer *= 1.0 - 0.65 * GetCaveFactor();
#endif
float sunBrightness = 25.0;
if (tonemap == ACESTonemap) color.rgb = mix(color.rgb, vec3(1.0, 0.698, 0.5451) * sunBrightness, sunMoonMixer);
else
color.rgb = mix(color.rgb, vec3(0.9, 0.5, 0.3) * sunBrightness, sunMoonMixer);
} else {
float horizonFactor = GetHorizonFactor(-SdotU);
sunMoonMixer = max0(sunMoonMixer - 0.25) * 1.33333 * horizonFactor;
starCoord = GetStarCoord(viewPos.xyz, 1.0) * 0.5 + 0.617;
float moonNoise = texture2DLod(noisetex, starCoord, 0.0).g
+ texture2DLod(noisetex, starCoord * 2.5, 0.0).g * 0.7
+ texture2DLod(noisetex, starCoord * 5.0, 0.0).g * 0.5;
moonNoise = max0(moonNoise - 0.75) * 1.7;
vec3 moonColor = vec3(0.38, 0.4, 0.5);
#if BLOOD_MOON > 0
moonColor = mix(moonColor, vec3(0.4588, 0.149, 0.149) * 1.5, getBloodMoon(sunVisibility));
#endif
moonColor *= (1.2 - (0.2 + 0.2 * sqrt1(nightFactor)) * moonNoise);
if (moonPhase >= 1) {
float moonPhaseOffset = 0.0;
if (moonPhase != 4) {
moonPhaseOffset = moonCrescentOffset;
moonColor *= 8.5;
} else moonColor *= 10.0;
if (moonPhase > 4) {
moonPhaseOffset = -moonPhaseOffset;
}
float ang = fract(timeAngle - (0.25 + moonPhaseOffset));
ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
vec2 sunRotationData2 = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
vec3 rawSunVec2 = (gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData2) * 2000.0, 1.0)).xyz;
float moonPhaseVdosS = dot(nViewPos, normalize(rawSunVec2.xyz));
sunMoonMixer *= pow2(1.0 - min1(pow(abs(moonPhaseVdosS), moonPhaseFactor2) * moonPhaseFactor1));
} else moonColor *= 4.0;
#ifdef CAVE_FOG
sunMoonMixer *= 1.0 - 0.5 * GetCaveFactor();
#endif
color.rgb = mix(color.rgb, moonColor, sunMoonMixer);
}
}
#endif
#endif
color.rgb *= 1.0 - maxBlindnessDarkness;
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = color;
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out vec3 upVec, sunVec;
flat out vec4 glColor;
#ifdef OVERWORLD
flat out float vanillaStars;
#endif
//Attributes//
#ifdef WAVE_EVERYTHING
attribute vec4 mc_midTexCoord;
vec2 lmCoord = GetLightMapCoordinates();
#endif
//Common Variables//
//Common Functions//
//Includes//
#ifdef WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
gl_Position = ftransform();
glColor = gl_Color;
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
#ifdef OVERWORLD
vanillaStars = 0.0;
#if MC_VERSION >= 11605 || defined IS_ANGELICA
if (renderStage == MC_RENDER_STAGE_STARS) {
vanillaStars = 1.0;
}
#else
//Vanilla Star Dedection by Builderb0y
vanillaStars = float(glColor.r == glColor.g && glColor.g == glColor.b && glColor.r > 0.0 && glColor.r < 0.51);
#endif
#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
}
#endif