89 lines
3.7 KiB
GLSL
89 lines
3.7 KiB
GLSL
#ifndef INCLUDE_ENDER_BEAMS
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#define INCLUDE_ENDER_BEAMS
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#include "/lib/colors/lightAndAmbientColors.glsl"
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vec2 wind = vec2(syncedTime * 0.00);
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float BeamNoise(vec2 planeCoord, vec2 wind) {
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float noise = texture2DLod(noisetex, planeCoord * 0.175 - wind * 0.0625, 0.0).b;
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noise+= texture2DLod(noisetex, planeCoord * 0.04375 + wind * 0.0375, 0.0).b * 5.0;
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return noise;
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}
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vec3 DrawEnderBeams(float VdotU, vec3 playerPos, vec3 nViewPos) {
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int sampleCount = 8;
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float beamMult = 1.0;
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float beamPow = 3.0;
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float beamPurpleReducer = vlFactor;
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float beamOrangeIncreaser = vlFactor;
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float VdotUM = 1.0 - pow2(VdotU);
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float VdotUM2 = sqrt(VdotUM) + 0.15 * smoothstep1(pow2(pow2(1.0 - abs(VdotU))));
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#if defined IS_IRIS && MC_VERSION >= 12109 && EP_END_FLASH % 2 == 0
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vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
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worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
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vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos;
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vec3 nViewPosWorldM = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z));
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float endFlashDirectionFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorldM)), 12.0);
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float endFlashFactor = endFlashIntensity * endFlashDirectionFactor;
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beamOrangeIncreaser = mix(beamOrangeIncreaser, 1.0, endFlashFactor);
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beamPurpleReducer = mix(beamPurpleReducer, 1.6, endFlashFactor);
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beamPow = mix(beamPow, 0.7, endFlashFactor * (pow(VdotUM, 8.0) * 0.75 + 0.25 * pow(1.0 - abs(VdotU) * 0.1 - 0.9 * pow2(VdotU), 30.0)));
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//beamPow = max(beamPow, 0.0001); // fix NaNs
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VdotUM = mix(VdotUM, sqrt2(VdotUM), endFlashFactor);
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#endif
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vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - beamPurpleReducer) * E_BEAM_I;
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vec3 beamOrange = endOrangeCol * (300.0 + 700.0 * beamOrangeIncreaser);
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vec4 beams = vec4(0.0);
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float gradientMix = 1.0;
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for (int i = 0; i < sampleCount; i++) {
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vec2 planeCoord = playerPos.xz + cameraPosition.xz;
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planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014;
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float noise = BeamNoise(planeCoord, wind);
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#ifndef BEAMS_NEAR_PLAYER
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noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0;
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#else
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noise = max(0.75 - 1.0 / abs(noise - (4.0 + dot(upVec, upVec) * 2.0)), 0.0) * 3.0;
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#endif
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if (noise > 0.0) {
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noise *= 0.65;
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float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b;
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noise *= 0.5 * fireNoise + 0.75;
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//noise = max0(noise); // fix NaNs
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noise = pow(noise, 1.75) * 2.9 / sampleCount;
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#ifndef BEAMS_NEAR_PLAYER
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noise *= VdotUM2;
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#endif
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vec3 beamColor = beamPurple;
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beamColor += beamOrange * pow2(pow2(fireNoise - 0.5));
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beamColor *= gradientMix / sampleCount;
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noise *= exp2(-6.0 * i / float(sampleCount));
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beams += vec4(noise * beamColor, noise);
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}
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gradientMix += 1.0;
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}
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#ifdef RAIN_ATMOSPHERE
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beams.rgb += 0.2 * isLightningActive();
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#endif
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beamMult *= pow(beams.a, beamPow) * 3.5;
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beams.rgb = sqrt(beams.rgb) * beamMult;
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if(any(isnan(beams.rgb))) beams.rgb = vec3(0.0);
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return beams.rgb;
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}
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#endif //INCLUDE_ENDER_BEAMS
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