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

172 lines
4.8 KiB
GLSL

/////////////////////////////////////
// Complementary Shaders by EminGT //
/////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#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;
//Pipeline Constants//
//Common Variables//
float NdotU = dot(normal, upVec);
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;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#include "/lib/util/dither.glsl"
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
//Program//
void main() {
vec4 color = texture2D(tex, texCoord);
vec3 colorP = color.rgb;
color *= glColor;
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
float materialMask = 0.0;
if (entityId == 50004
#if MC_VERSION >= 12105 && defined IS_IRIS
// Iris broken lightning bolt detection after 1.21.5
|| dot(color.rgb, color.rgb) > 0.01 && color.r < 0.45 && color.g < 0.45 && color.b < 0.5 && glColor.a == 0.0
#endif
) { // Lightning Bolt
#include "/lib/materials/specificMaterials/others/lightningBolt.glsl"
materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
} else { // Dragon Death Beams, and possibly modded effects
#ifdef END
if (dither < 0.8) discard;
color.rgb *= 15.0;
#endif
}
color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a);
#ifdef SS_BLOCKLIGHT
vec3 lightAlbedo = normalize(color.rgb);
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0, materialMask, 1.0, 1.0);
#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE >= 1
/* DRAWBUFFERS:064 */
gl_FragData[2] = vec4(0.0, 1.0, 0.0, 1.0);
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:0649 */
gl_FragData[3] = vec4(lightAlbedo, 1.0);
#endif
#elif defined SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, 1.0);
#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;
//Pipeline Constants//
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
#extension GL_ARB_shader_image_load_store : enable
#endif
//Attributes//
attribute vec4 at_midBlock;
//Common Variables//
//Common Functions//
//Includes//
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
#include "/lib/voxelization/endCrystalVoxelization.glsl"
#endif
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmCoord = GetLightMapCoordinates();
lmCoord.x = min(lmCoord.x, 0.9);
//Fixes some servers/mods making entities insanely bright, while also slightly reducing the max blocklight on a normal entity
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 FLICKERING_FIX && SHADOW_QUALITY == -1
if (glColor.a < 0.5) gl_Position.z += 0.0005;
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
if (entityId == 0 && (glColor.a < 0.2 || glColor.a == 1.0)) { // Only lightning bolts and dragon death effect run in this program, lightning has an entity ID assigned
#if DRAGON_DEATH_EFFECT_INTERNAL == 1
gl_Position = vec4(0);
#endif
SetEndDragonDeath();
}
#endif
}
#endif