172 lines
4.8 KiB
GLSL
172 lines
4.8 KiB
GLSL
/////////////////////////////////////
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// Complementary Shaders by EminGT //
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/////////////////////////////////////
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//Common//
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#include "/lib/common.glsl"
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
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#include "/lib/misc/distortWorld.glsl"
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FRAGMENT_SHADER
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in vec2 texCoord;
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in vec2 lmCoord;
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flat in vec3 upVec, sunVec, northVec, eastVec;
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in vec3 normal;
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in vec4 glColor;
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//Pipeline Constants//
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//Common Variables//
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float NdotU = dot(normal, upVec);
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float NdotUmax0 = max(NdotU, 0.0);
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float SdotU = dot(sunVec, upVec);
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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;
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float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
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float sunVisibility2 = sunVisibility * sunVisibility;
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float shadowTimeVar1 = abs(sunVisibility - 0.5) * 2.0;
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float shadowTimeVar2 = shadowTimeVar1 * shadowTimeVar1;
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float shadowTime = shadowTimeVar2 * shadowTimeVar2;
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#ifdef OVERWORLD
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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#else
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vec3 lightVec = sunVec;
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#endif
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//Common Functions//
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//Includes//
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/mainLighting.glsl"
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#include "/lib/util/dither.glsl"
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#ifdef COLOR_CODED_PROGRAMS
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#include "/lib/misc/colorCodedPrograms.glsl"
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#endif
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//Program//
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void main() {
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vec4 color = texture2D(tex, texCoord);
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vec3 colorP = color.rgb;
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color *= glColor;
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float dither = Bayer64(gl_FragCoord.xy);
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#ifdef TAA
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dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
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#endif
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float materialMask = 0.0;
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if (entityId == 50004
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#if MC_VERSION >= 12105 && defined IS_IRIS
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// Iris broken lightning bolt detection after 1.21.5
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|| dot(color.rgb, color.rgb) > 0.01 && color.r < 0.45 && color.g < 0.45 && color.b < 0.5 && glColor.a == 0.0
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#endif
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) { // Lightning Bolt
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#include "/lib/materials/specificMaterials/others/lightningBolt.glsl"
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materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
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} else { // Dragon Death Beams, and possibly modded effects
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#ifdef END
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if (dither < 0.8) discard;
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color.rgb *= 15.0;
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#endif
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}
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color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a);
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#ifdef SS_BLOCKLIGHT
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vec3 lightAlbedo = normalize(color.rgb);
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#endif
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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/* DRAWBUFFERS:06 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(0.0, materialMask, 1.0, 1.0);
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#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE >= 1
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/* DRAWBUFFERS:064 */
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gl_FragData[2] = vec4(0.0, 1.0, 0.0, 1.0);
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#ifdef SS_BLOCKLIGHT
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/* DRAWBUFFERS:0649 */
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gl_FragData[3] = vec4(lightAlbedo, 1.0);
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#endif
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#elif defined SS_BLOCKLIGHT
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/* DRAWBUFFERS:069 */
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gl_FragData[2] = vec4(lightAlbedo, 1.0);
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#endif
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VERTEX_SHADER
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out vec2 texCoord;
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out vec2 lmCoord;
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flat out vec3 upVec, sunVec, northVec, eastVec;
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out vec3 normal;
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out vec4 glColor;
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//Pipeline Constants//
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#if DRAGON_DEATH_EFFECT_INTERNAL > 0
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#extension GL_ARB_shader_image_load_store : enable
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#endif
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//Attributes//
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attribute vec4 at_midBlock;
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//Common Variables//
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//Common Functions//
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//Includes//
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#if DRAGON_DEATH_EFFECT_INTERNAL > 0
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#include "/lib/voxelization/endCrystalVoxelization.glsl"
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#endif
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//Program//
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void main() {
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gl_Position = ftransform();
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmCoord = GetLightMapCoordinates();
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lmCoord.x = min(lmCoord.x, 0.9);
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//Fixes some servers/mods making entities insanely bright, while also slightly reducing the max blocklight on a normal entity
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glColor = gl_Color;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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upVec = normalize(gbufferModelView[1].xyz);
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eastVec = normalize(gbufferModelView[0].xyz);
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northVec = normalize(gbufferModelView[2].xyz);
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sunVec = GetSunVector();
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#if defined FLICKERING_FIX && SHADOW_QUALITY == -1
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if (glColor.a < 0.5) gl_Position.z += 0.0005;
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#endif
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#if DRAGON_DEATH_EFFECT_INTERNAL > 0
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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
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#if DRAGON_DEATH_EFFECT_INTERNAL == 1
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gl_Position = vec4(0);
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#endif
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SetEndDragonDeath();
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}
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#endif
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}
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#endif
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