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Reimagined/shaderpacks/Reimagined - Low/shaders/program/dh_water.glsl
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2026-05-07 21:38:27 +03:00

312 lines
9.8 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
#include "/lib/shaderSettings/water.glsl"
//////////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 vec3 viewVector;
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
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
mat3 tbnMatrix = mat3(
eastVec.x, northVec.x, normal.x,
eastVec.y, northVec.y, normal.y,
eastVec.z, northVec.z, normal.z
);
#endif
//Common Functions//
//Includes//
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#include "/lib/atmospherics/fog/mainFog.glsl"
float vlFactor = 0.0;
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#endif
#if AURORA_STYLE > 0 && defined OVERWORLD
#include "/lib/atmospherics/auroraBorealis.glsl"
#endif
#if WATER_REFLECT_QUALITY >= 0
#if defined SKY_EFFECT_REFLECTION && defined OVERWORLD
#include "/lib/atmospherics/stars.glsl"
#if NIGHT_NEBULAE == 1
#include "/lib/atmospherics/nightNebula.glsl"
#endif
#ifdef VL_CLOUDS_ACTIVE
#include "/lib/atmospherics/clouds/mainClouds.glsl"
#endif
#endif
#include "/lib/materials/materialMethods/reflections.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#if PIXEL_WATER > 0
#include "/lib/materials/materialMethods/waterProcedureTexture.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
//Program//
void main() {
vec4 colorP = vec4(vec3(0.85), glColor.a);
vec4 color = glColor;
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
if (texture2D(depthtex1, screenPos.xy).r < 1.0) discard;
float lViewPos = length(playerPos);
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
#ifdef VL_CLOUDS_ACTIVE
float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a;
if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard;
#endif
#ifdef TAA
vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ScreenToView(screenPos);
#endif
vec3 nViewPos = normalize(viewPos);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false;
#ifdef GENERATED_NORMALS
bool noGeneratedNormals = false;
#endif
int subsurfaceMode = 0;
float smoothnessG = 0.0, highlightMult = 0.0, emission = 0.0, materialMask = 0.0, reflectMult = 0.0;
vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0);
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
float fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0);
float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
float SSBLAlpha = 1.0;
if (mat == DH_BLOCK_WATER) {
#ifdef SHADER_WATER
#include "/lib/materials/specificMaterials/translucents/water.glsl"
#endif
color.rgb *= 1.2; // compensates for lack of texture and material reflections
}
float fresnelM = (pow3(fresnel) * 0.85 + 0.15) * reflectMult;
float lengthCylinder = max(length(playerPos.xz), abs(playerPos.y) * 2.0);
color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder);
#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
bool isLightSource = lmCoord.x > 0.99;
#ifdef SS_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
#endif
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
enderDragonDead);
#ifdef SS_BLOCKLIGHT
vec3 normalizedColor = normalize(color.rgb);
vec3 lightAlbedo = normalizedColor * step(0.6, lmCoord.x);
#endif
// Reflections
float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
#if WATER_REFLECT_QUALITY >= 0
#ifdef LIGHT_COLOR_MULTS
highlightColor *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_REFLECTION
highlightColor *= pow2(moonPhaseInfluence);
#endif
vec4 reflection = GetReflection(normalM, viewPos.xyz, nViewPos, playerPos, lViewPos, -1.0,
dhDepthTex1, dither, skyLightFactor, fresnel,
smoothnessG, geoNormal, color.rgb, shadowMult, highlightMult, 0.0, vec2(0.0));
color.rgb = mix(color.rgb, reflection.rgb, fresnelM);
#endif
////
float sky = 0.0;
float prevAlpha = color.a;
DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
float fogAlpha = color.a;
color.a = prevAlpha * (1.0 - sky);
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(smoothnessG, 0.0, skyLightFactor, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission));
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, SSBLAlpha);
#if WORLD_SPACE_REFLECTIONS > 0
/* DRAWBUFFERS:06948 */
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
#endif
#else
#if WORLD_SPACE_REFLECTIONS > 0
/* DRAWBUFFERS:0648 */
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
gl_FragData[3] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
#endif
#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 vec3 viewVector;
out vec4 glColor;
//Attributes//
attribute vec4 at_tangent;
//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;
mat3 tbnMatrix = mat3(
eastVec.x, northVec.x, normal.x,
eastVec.y, northVec.y, normal.y,
eastVec.z, northVec.z, normal.z
);
viewVector = tbnMatrix * (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