Files
Reimagined/shaderpacks/Reimagined - High/shaders/lib/materials/specificMaterials/translucents/water.glsl
T
2026-05-07 21:38:27 +03:00

314 lines
13 KiB
GLSL

// ============================== Step 1: Color Prep ============================== //
#include "/lib/shaderSettings/water.glsl"
vec3 glColorM = vec3(0.43, 0.6, 0.8);
#if MC_VERSION >= 11300
#if WATERCOLOR_MODE >= 2
glColorM = glColor.rgb;
#if WATERCOLOR_MODE >= 3
glColorM.g = max(glColorM.g, 0.39);
#endif
#ifdef GBUFFERS_WATER
translucentMultCalculated = true;
translucentMult.rgb = normalize(sqrt2(glColor.rgb));
translucentMult.g *= 0.88;
#endif
#ifdef COMP_WATER_TWEAKS
glColorM = sqrt1(glColorM) * vec3(1.0, 0.85, 0.8);
#endif
#endif
#endif
#if PIXEL_WATER > 0 && (defined GBUFFERS_TERRAIN || defined GBUFFERS_WATER || defined DH_WATER)
const float water_scroll_speed = 0.002;
vec3 worldPosPixel = playerPos + cameraPosition;
vec3 waterPosPixel = worldPosPixel + (vec3(frameTimeCounter) * water_scroll_speed);
vec3 waterMask = waterMaskFunc(waterPosPixel, water_scroll_speed, glColorM, mat, normalM);
vec3 colorOriginal = colorP.rgb;
if (abs(NdotU) > 0.01) colorP.rgb = waterMask;
#endif
#if MC_VERSION >= 11300
#if WATER_STYLE < 3 || PIXEL_WATER == 1
vec3 colorPM = pow2(colorP.rgb);
color.rgb = colorPM * glColorM;
#else
vec3 colorPM = vec3(0.25);
color.rgb = 0.375 * glColorM;
#endif
#else
#if WATER_STYLE < 3 || PIXEL_WATER == 1
color.rgb = mix(color.rgb, vec3(GetLuminance(color.rgb)), 0.88);
color.rgb = pow2(color.rgb) * vec3(2.3, 3.5, 3.1) * 0.9;
#else
color.rgb = vec3(0.13, 0.2, 0.27);
#endif
#endif
#ifdef WATERCOLOR_CHANGED
color.rgb *= vec3(WATERCOLOR_RM, WATERCOLOR_GM, WATERCOLOR_BM);
#endif
// ============================== End of Step 1 ============================== //
#define PHYSICS_OCEAN_INJECTION
#if defined GENERATED_NORMALS && (WATER_STYLE >= 2 || defined PHYSICS_OCEAN || !defined WATER_GENERATED_NORMALS || PIXEL_WATER == 1) && !defined DH_WATER
noGeneratedNormals = true;
#endif
#ifdef WATER_GENERATED_NORMALS
#endif
#if defined GBUFFERS_WATER || defined DH_WATER
SSBLAlpha = 0.0;
lmCoordM.y = min(lmCoord.y * 1.07, 1.0); // Iris/Sodium skylight inconsistency workaround
float fresnel2 = pow2(fresnel);
float fresnel4 = pow2(fresnel2);
// ============================== Step 2: Water Normals ============================== //
reflectMult = 1.0;
float waterBumpNoise = 1.0;
#if WATER_MAT_QUALITY >= 3
materialMask = OSIEBCA * 241.0; // Water
#endif
#if WATER_MAT_QUALITY >= 2 || WATER_STYLE >= 2
#define WATER_SPEED_MULT_M WATER_SPEED_MULT * 0.018
float rawWind = frameTimeCounter * WATER_SPEED_MULT_M;
vec2 wind = vec2(0.0, -rawWind);
vec3 worldPos = playerPos + cameraPosition;
vec2 waterPos = worldPos.xz;
#if WATER_STYLE < 3 && defined GBUFFERS_WATER
float blockRes = absMidCoordPos.x * atlasSize.x * 2.0;
waterPos = floor(waterPos * blockRes) / blockRes;
#endif
waterPos = 0.032 * (waterPos + worldPos.y * 2.0);
#ifdef CLEAR_WATER_SPOTS
waterBumpNoise = 1 - clamp01((1 - smoothstep(0.0, 0.5, texture2DLod(noisetex, waterPos.x * 0.045 + waterPos * 0.042 + wind * 0.006, 0.0).g)) * 2) * 0.85;
#endif
#endif
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2
vec3 normalMap = vec3(0.0, 0.0, 1.0);
#if WATER_STYLE >= 2
vec2 waterPosM = waterPos;
#if WATER_SIZE_MULT != 100
#define WATER_SIZE_MULT_M WATER_SIZE_MULT * 0.01
waterPosM *= WATER_SIZE_MULT_M;
#endif
#define WATER_BUMPINESS_M WATER_BUMPINESS * 0.8
#if WATER_STYLE >= 2
waterPosM *= 2.5; wind *= 2.5;
#if WATER_MAT_QUALITY >= 2
vec2 parallaxMult = -0.01 * viewVector.xy / viewVector.z;
for (int i = 0; i < 4; i++) {
waterPosM += parallaxMult * texture2D(gaux4, waterPosM - wind).a;
waterPosM += parallaxMult * texture2D(gaux4, waterPosM * 0.25 - 0.5 * wind).a;
}
#endif
vec2 normalMed = texture2D(gaux4, waterPosM + wind).rg - 0.5;
vec2 normalSmall = texture2D(gaux4, waterPosM * 4.0 - 2.0 * wind).rg - 0.5;
vec2 normalBig = texture2D(gaux4, waterPosM * 0.25 - 0.5 * wind).rg - 0.5;
normalBig += texture2D(gaux4, waterPosM * 0.05 - 0.05 * wind).rg - 0.5;
normalMap.xy = normalMed * WATER_BUMP_MED + normalSmall * WATER_BUMP_SMALL + normalBig * WATER_BUMP_BIG;
normalMap.xy *= 6.0 * (1.0 - 0.7 * fresnel) * WATER_BUMPINESS_M * waterBumpNoise;
#endif
normalMap.xy *= 0.03 * lmCoordM.y + 0.01;
#else
float pNormalMult = 0.02 * rainFactor * inRainy * pow2(lmCoordM.y);
if (pNormalMult > 0.0005) {
vec2 puddlePos = floor((playerPos.xz + cameraPosition.xz) * 16.0) * 0.00625;
vec2 puddleWind = vec2(frameTimeCounter) * 0.015;
vec2 pNormalCoord1 = puddlePos + vec2(puddleWind.x, puddleWind.y);
vec2 pNormalCoord2 = puddlePos + vec2(puddleWind.x * -1.5, puddleWind.y * -1.0);
vec3 pNormalNoise1 = texture2DLod(noisetex, pNormalCoord1, 0.0).rgb;
vec3 pNormalNoise2 = texture2DLod(noisetex, pNormalCoord2, 0.0).rgb;
normalMap.xy = (pNormalNoise1.xy + pNormalNoise2.yx - vec2(1.0)) * pNormalMult;
normalMap.xy *= 2.0 - 1.8 * fresnel2;
#endif
normalMap.z = sqrt(1.0 - (pow2(normalMap.x) + pow2(normalMap.y)));
normalM = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
#if WATER_STYLE == 1
}
#endif
#if WATER_STYLE >= 2
vec3 vector = reflect(nViewPos, normalize(normalM));
float norMix = pow2(pow2(pow2(1.0 - max0(dot(normal, vector))))) * 0.5;
normalM = mix(normalM, normal, norMix); // Fixes normals pointing inside water
float fresnelP = fresnel;
fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0);
#endif
#endif
// color.rgb = vec3(waterBumpNoise);
// ============================== End of Step 2 ============================== //
// ============================== Step 3: Water Material Features ============================== //
#if WATER_MAT_QUALITY >= 2
if (isEyeInWater != 1) {
// Noise Coloring //
float noise = texture2DLod(noisetex, (waterPos + wind) * 0.25, 0.0).g;
noise = noise - 0.5;
noise *= 0.25;
color.rgb = pow(color.rgb, vec3(1.0 + noise));
// Water Alpha //
#ifdef GBUFFERS_WATER
float depthT = texelFetch(depthtex1, texelCoord, 0).r;
#elif defined DH_WATER
float depthT = texelFetch(dhDepthTex1, texelCoord, 0).r;
#endif
vec3 screenPosT = vec3(screenPos.xy, depthT);
#ifdef TAA
vec3 viewPosT = ScreenToView(vec3(TAAJitter(screenPosT.xy, -0.5), screenPosT.z));
#else
vec3 viewPosT = ScreenToView(screenPosT);
#endif
float lViewPosT = length(viewPosT);
float lViewPosDifM = lViewPos - lViewPosT;
#if WATER_STYLE < 3 || PIXEL_WATER == 1
color.a = sqrt1(color.a);
#else
color.a = 0.98;
#endif
#ifdef DISTANT_HORIZONS
if (depthT == 1.0) color.a *= smoothstep(far, far * 0.9, lViewPos);
#endif
#if WATER_FOG_MULT != 100
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
lViewPosDifM *= WATER_FOG_MULT_M;
#endif
float waterFog = max0(1.0 - exp(lViewPosDifM * 0.075));
color.a *= 0.25 + 0.75 * waterFog;
#if defined BRIGHT_CAVE_WATER && WATER_ALPHA_MULT < 200
// For better water visibility in caves and some extra color pop outdoors
color.rgb *= 2.5 - sqrt2(waterFog) - 0.5 * lmCoordM.y;
#endif
#if WATER_ALPHA_MULT != 100
#define WATER_ALPHA_MULT_M 100.0 / WATER_ALPHA_MULT
color.a = pow(color.a, WATER_ALPHA_MULT_M);
#endif
////
// Water Foam //
#if WATER_FOAM_I > 0 && defined GBUFFERS_WATER && !(defined MIRROR_DIMENSION || defined WORLD_CURVATURE)
if (NdotU > 0.99) {
vec3 matrixM = vec3(
gbufferModelViewInverse[0].y,
gbufferModelViewInverse[1].y,
gbufferModelViewInverse[2].y
);
float playerPosTY = dot(matrixM, viewPosT) + gbufferModelViewInverse[3].y;
float yPosDif = playerPosTY - playerPos.y;
#if (WATER_STYLE < 3 || PIXEL_WATER > 0) && MC_VERSION >= 11300
#if PIXEL_WATER > 0
float dotColorPM = dot(waterMask, pow1_5(colorOriginal));
#else
float dotColorPM = dot(colorPM, colorPM);
#endif
float foamThreshold = min(pow2(dotColorPM) * 1.6, 1.2);
#else
float foamThreshold = pow2(texture2DLod(noisetex, waterPos * 4.0 + wind * 0.5, 0.0).g) * 1.6;
#endif
float foam = pow2(clamp((foamThreshold + yPosDif) / foamThreshold, 0.0, 1.0));
#ifndef END
foam *= 0.4 + 0.25 * lmCoord.y;
#else
foam *= 0.6;
#endif
foam *= clamp((fract(worldPos.y) - 0.7) * 10.0, 0.0, 1.0);
vec3 foamColor3 = vec3(0.9, 0.95, 1.05);
#if PIXEL_WATER > 0
foamColor3 *= 2.0;
#endif
vec4 foamColor = vec4(foamColor3, 1.0);
#define WATER_FOAM_IM WATER_FOAM_I * 0.01
#if WATER_FOAM_I < 100
foam *= WATER_FOAM_IM;
#elif WATER_FOAM_I > 100
foamColor *= WATER_FOAM_IM;
#endif
color = mix(color, foamColor, foam);
reflectMult = 1.0 - foam;
}
#endif
////
} else { // Underwater
noDirectionalShading = true;
reflectMult = 0.5;
#if MC_VERSION < 11300 && WATER_STYLE >= 3 && PIXEL_WATER == 0
color.a = 0.7;
#endif
#ifdef GBUFFERS_WATER
#if WATER_STYLE == 1 || PIXEL_WATER == 1
translucentMult.rgb *= 1.0 - fresnel4;
#else
translucentMult.rgb *= 1.0 - 0.9 * max(0.5 * sqrt(fresnel4), fresnel4);
#endif
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
reflectMult = 1.0 / color.a;
fresnelM = 1.0;
#endif
reflectMult = clamp01(reflectMult * FRESNEL_MULTIPLIER);
}
#else
shadowMult = vec3(0.0);
#endif
// ============================== End of Step 3 ============================== //
// ============================== Step 4: Final Tweaks ============================== //
reflectMult *= 0.5 + 0.5 * NdotUmax0;
color.a = mix(color.a, 1.0, fresnel4);
#ifdef GBUFFERS_WATER
#if WATER_STYLE == 3 || WATER_STYLE == 2 && SUN_MOON_STYLE >= 2
smoothnessG = 1.0;
const float WATER_BUMPINESS_M2 = min(WATER_BUMP_MED * WATER_BUMP_SMALL * WATER_BUMPINESS * 0.65, 1.0);
vec2 lightNormalP = WATER_BUMPINESS_M2 * (normalMed + 0.5 * normalSmall) * waterBumpNoise;
vec3 lightNormal = normalize(vec3(lightNormalP, 1.0) * tbnMatrix);
highlightMult = dot(lightNormal, lightVec);
highlightMult = max0(highlightMult) / max(dot(normal, lightVec), 0.17);
highlightMult = mix(pow2(pow2(highlightMult * 1.1)), 1.0, min1(sqrt(miplevel) * 0.45)) * 0.24;
#else
smoothnessG = 0.5;
highlightMult = min(pow2(pow2(dot(colorP.rgb, colorP.rgb) * 0.4)), 0.5);
highlightMult *= (16.0 - 15.0 * fresnel2) * (sunVisibility > 0.5 ? 0.85 : 0.425);
#endif
#endif
// ============================== End of Step 4 ============================== //
#endif