277 lines
8.8 KiB
GLSL
277 lines
8.8 KiB
GLSL
//////////////////////////////////////////
|
|
// Complementary Shaders by EminGT //
|
|
// With Euphoria Patches by SpacEagle17 //
|
|
//////////////////////////////////////////
|
|
|
|
//Common//
|
|
#include "/lib/common.glsl"
|
|
#include "/lib/shaderSettings/materials.glsl"
|
|
#include "/lib/shaderSettings/SSAO.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 int mat;
|
|
|
|
in vec2 lmCoord;
|
|
|
|
flat in vec3 upVec, sunVec, northVec, eastVec;
|
|
in vec3 normal;
|
|
in vec3 playerPos;
|
|
|
|
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;
|
|
|
|
vec2 lmCoordM = lmCoord;
|
|
|
|
#ifdef OVERWORLD
|
|
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
|
#else
|
|
vec3 lightVec = sunVec;
|
|
#endif
|
|
|
|
//Includes//
|
|
#include "/lib/util/spaceConversion.glsl"
|
|
#include "/lib/util/dither.glsl"
|
|
|
|
#ifdef TAA
|
|
#include "/lib/antialiasing/jitter.glsl"
|
|
#endif
|
|
|
|
#ifdef ACT_GROUND_LEAVES_FIX
|
|
#include "/lib/voxelization/leavesVoxelization.glsl"
|
|
#endif
|
|
|
|
#ifdef ATM_COLOR_MULTS
|
|
#include "/lib/colors/colorMultipliers.glsl"
|
|
#endif
|
|
|
|
#define GBUFFERS_TERRAIN
|
|
#include "/lib/lighting/mainLighting.glsl"
|
|
#undef GBUFFERS_TERRAIN
|
|
|
|
#ifdef SNOWY_WORLD
|
|
#include "/lib/materials/materialMethods/snowyWorld.glsl"
|
|
#endif
|
|
#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
|
|
#include "/lib/materials/overlayNoise.glsl"
|
|
#endif
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
#include "/lib/lighting/coloredBlocklight.glsl"
|
|
#endif
|
|
|
|
//Program//
|
|
void main() {
|
|
vec4 color = vec4(glColor.rgb, 1.0);
|
|
|
|
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
|
|
#ifdef TAA
|
|
vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
|
|
#else
|
|
vec3 viewPos = ScreenToView(screenPos);
|
|
#endif
|
|
float lViewPos = length(playerPos);
|
|
vec3 nViewPos = normalize(viewPos);
|
|
float VdotU = dot(nViewPos, upVec);
|
|
float VdotS = dot(nViewPos, sunVec);
|
|
vec3 worldPos = playerPos + cameraPosition;
|
|
|
|
float dither = Bayer64(gl_FragCoord.xy);
|
|
#ifdef TAA
|
|
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
|
|
#endif
|
|
|
|
#ifdef ATM_COLOR_MULTS
|
|
atmColorMult = GetAtmColorMult();
|
|
sqrtAtmColorMult = sqrt(atmColorMult);
|
|
#endif
|
|
|
|
bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false;
|
|
int subsurfaceMode = 0;
|
|
float smoothnessG = 0.0, smoothnessD = 0.0, highlightMult = 1.0, emission = 0.0, snowFactor = 1.0, snowMinNdotU = 0.0, noPuddles = 0.0;
|
|
vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0), maRecolor = vec3(0.0);
|
|
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
|
|
|
|
float overlayNoiseIntensity = 1.0;
|
|
float snowNoiseIntensity = 1.0;
|
|
float sandNoiseIntensity = 1.0;
|
|
float mossNoiseIntensity = 1.0;
|
|
float overlayNoiseTransparentOverwrite = 0.0;
|
|
float overlayNoiseEmission = 1.0;
|
|
float IPBRMult = 1.0;
|
|
bool isFoliage = false;
|
|
vec3 dhColor = color.rgb;
|
|
float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
|
|
|
|
float lavaNoiseIntensity = LAVA_NOISE_INTENSITY;
|
|
|
|
float dhSSAOBrightnessBoost = 1.05;
|
|
|
|
if (mat == DH_BLOCK_LEAVES) {
|
|
#include "/lib/materials/specificMaterials/terrain/leaves.glsl"
|
|
dhSSAOBrightnessBoost = 1.35; // make brighter to compensate SSAO
|
|
} else if (mat == DH_BLOCK_GRASS) {
|
|
smoothnessG = pow2(color.g) * 0.85;
|
|
dhSSAOBrightnessBoost = mix(1.0, 1.2, 1.0 - clamp01(dot(worldGeoNormal, ViewToPlayer(upVec)))); // only make brighter on the sides
|
|
} else if (mat == DH_BLOCK_SNOW) {
|
|
#include "/lib/materials/specificMaterials/terrain/snow.glsl"
|
|
dhSSAOBrightnessBoost = 1.19;
|
|
} else if (mat == DH_BLOCK_LAVA) {
|
|
#include "/lib/materials/specificMaterials/terrain/lava.glsl"
|
|
#ifndef NETHER
|
|
color.rgb *= 0.75;
|
|
#else
|
|
color.rgb *= 0.89;
|
|
#endif
|
|
dhSSAOBrightnessBoost = 0.9;
|
|
} else if (mat == DH_BLOCK_ILLUMINATED) {
|
|
emission = 2.5;
|
|
snowNoiseIntensity = 0.0;
|
|
sandNoiseIntensity = 0.2;
|
|
mossNoiseIntensity = 0.2;
|
|
dhSSAOBrightnessBoost = 1.2;
|
|
}
|
|
|
|
#if SSAO_QUALI > 0
|
|
color.rgb *= dhSSAOBrightnessBoost;
|
|
#endif
|
|
|
|
#ifdef SNOWY_WORLD
|
|
DoSnowyWorld(color, smoothnessG, highlightMult, smoothnessD, emission,
|
|
playerPos, lmCoord, snowFactor, snowMinNdotU, NdotU, subsurfaceMode);
|
|
#endif
|
|
|
|
vec3 playerPosAlt = ViewToPlayer(viewPos); // AMD has problems with vertex playerPos and DH
|
|
float lengthCylinder = max(length(playerPosAlt.xz), abs(playerPosAlt.y));
|
|
highlightMult *= 0.5 + 0.5 * pow2(1.0 - smoothstep(far, far * 1.5, lengthCylinder));
|
|
color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder);
|
|
if (color.a < min(dither, 1.0)) discard;
|
|
|
|
vec3 noisePos = floor((playerPos + cameraPosition) * 4.0 + 0.001) / 32.0;
|
|
float noiseTexture = Noise3D(noisePos) + 0.5;
|
|
float noiseFactor = max0(1.0 - 0.3 * dot(color.rgb, color.rgb));
|
|
color.rgb *= pow(noiseTexture, 0.6 * noiseFactor);
|
|
|
|
#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
|
|
#define GBUFFERS_TERRAIN
|
|
#include "/lib/materials/overlayNoiseApply.glsl"
|
|
#undef GBUFFERS_TERRAIN
|
|
#endif
|
|
#if SEASONS > 0
|
|
#define GBUFFERS_TERRAIN
|
|
#include "/lib/materials/seasons.glsl"
|
|
#undef GBUFFERS_TERRAIN
|
|
#endif
|
|
|
|
#if MONOTONE_WORLD > 0
|
|
#if MONOTONE_WORLD == 1
|
|
color.rgb = vec3(1.0);
|
|
#elif MONOTONE_WORLD == 2
|
|
color.rgb = vec3(0.0);
|
|
#else
|
|
color.rgb = vec3(0.5);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
|
|
vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
|
|
#endif
|
|
|
|
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
|
|
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
|
|
centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, false,
|
|
enderDragonDead);
|
|
/* DRAWBUFFERS:06 */
|
|
gl_FragData[0] = color;
|
|
gl_FragData[1] = gl_FragData[1] = vec4(smoothnessG, 0.0, 0.0, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission));
|
|
#ifdef SS_BLOCKLIGHT
|
|
/* DRAWBUFFERS:069 */
|
|
gl_FragData[2] = vec4(lightAlbedo, 0.0);
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
|
|
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
|
|
#ifdef VERTEX_SHADER
|
|
|
|
flat out int mat;
|
|
|
|
out vec2 lmCoord;
|
|
|
|
flat out vec3 upVec, sunVec, northVec, eastVec;
|
|
out vec3 normal;
|
|
out vec3 playerPos;
|
|
|
|
out vec4 glColor;
|
|
|
|
//Attributes//
|
|
|
|
//Common Variables//
|
|
|
|
//Common Functions//
|
|
|
|
//Includes//
|
|
#ifdef TAA
|
|
#include "/lib/antialiasing/jitter.glsl"
|
|
#endif
|
|
#ifdef WAVE_EVERYTHING
|
|
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
|
|
#endif
|
|
|
|
//Program//
|
|
void main() {
|
|
gl_Position = ftransform();
|
|
#ifdef TAA
|
|
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
|
#endif
|
|
|
|
mat = dhMaterialId;
|
|
|
|
lmCoord = GetLightMapCoordinates();
|
|
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
upVec = normalize(gbufferModelView[1].xyz);
|
|
eastVec = normalize(gbufferModelView[0].xyz);
|
|
northVec = normalize(gbufferModelView[2].xyz);
|
|
sunVec = GetSunVector();
|
|
|
|
playerPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
|
|
glColor = gl_Color;
|
|
|
|
#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
|