Files
Reimagined/shaderpacks/Reimagined - High/shaders/program/gbuffers_weather.glsl
T
2026-05-07 21:38:27 +03:00

156 lines
4.6 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/raindropColor.glsl"
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
flat in vec2 lmCoord;
in vec2 texCoord;
flat in vec3 upVec, sunVec;
in vec3 playerPos;
flat in vec4 glColor;
//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;
//Common Functions//
//Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
//Program//
void main() {
vec4 color = texture2D(tex, texCoord);
color *= glColor;
if (color.a < 0.1 || isEyeInWater == 3) discard;
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
if (color.r + color.g < 1.5) color.a *= rainTexOpacity;
else color.a *= snowTexOpacity;
color.rgb = sqrt3(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + (ambientColor + 0.2 * lightColor) * lmCoord.y * (0.6 + 0.3 * sunFactor));
color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B);
#if GLITTER_RAIN > 0
float rainbowGlitterOn = 1.0;
#if GLITTER_RAIN == 1
rainbowGlitterOn = 0.0;
float randomRainbowGlitterTime = 24000 * hash1(worldDay * 3); // Effect happens randomly throughout the day
int rainbowGlitterEffect = (int(hash1(worldDay / 2)) % (2 * 24000)) + int(randomRainbowGlitterTime);
if (worldTime > rainbowGlitterEffect && worldTime < rainbowGlitterEffect + 400) { // 400 in ticks - 20s, how long the effect will be on
rainbowGlitterOn = 1.0;
}
#endif
color.rgb = mix(color.rgb, vec3(0.752, 0.752, 0.752) * 5.0, mix(0.0, step(0.7, Noise3D((playerPos + cameraPosition) * 0.004 + frameTimeCounter * 0.02)), rainbowGlitterOn * rainFactor));
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = color;
#ifdef PBR_REFLECTIONS
/* DRAWBUFFERS:04 */
gl_FragData[1] = vec4(0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out vec2 lmCoord;
out vec2 texCoord;
flat out vec3 upVec, sunVec;
out vec3 playerPos;
flat out vec4 glColor;
//Attributes//
#if defined ATLAS_ROTATION || defined WAVE_EVERYTHING
attribute vec4 mc_midTexCoord;
#endif
//Common Variables//
//Common Functions//
//Includes//
#ifdef WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
glColor = gl_Color;
#ifdef WAVING_RAIN
float rainWavingFactor = eyeBrightnessM2; // Prevents clipping inside interiors
position.xz += rainWavingFactor * (0.4 * position.y + 0.2) * vec2(sin(frameTimeCounter * 0.3) + 0.5, sin(frameTimeCounter * 0.5) * 0.5);
position.xz *= 1.0 - 0.08 * position.y * rainWavingFactor;
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
#endif
lmCoord = GetLightMapCoordinates();
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
playerPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz;
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
#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