468 lines
14 KiB
GLSL
468 lines
14 KiB
GLSL
//////////////////////////////////////////
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// Complementary Shaders by EminGT //
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// With Euphoria Patches by SpacEagle17 //
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//////////////////////////////////////////
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#extension GL_ARB_derivative_control : enable
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#ifdef GL_ARB_derivative_control
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#define USE_FINE_DERIVATIVES
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#endif
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//Common//
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#include "/lib/common.glsl"
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#include "/lib/shaderSettings/shockwave.glsl"
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#include "/lib/shaderSettings/emissionMult.glsl"
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//#define NIGHT_DESATURATION
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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 int mat;
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flat in vec3 upVec, sunVec, northVec, eastVec;
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in vec3 normal;
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in vec3 atMidBlock;
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in vec4 glColor;
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
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in vec2 signMidCoordPos;
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flat in vec2 absMidCoordPos;
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#endif
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#ifdef ACT_GROUND_LEAVES_FIX
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#include "/lib/voxelization/leavesVoxelization.glsl"
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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flat in vec3 binormal, tangent;
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#endif
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#ifdef POM
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in vec3 viewVector;
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in vec4 vTexCoordAM;
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#endif
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// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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// flat in ivec2 pixelTexSize;
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// #endif
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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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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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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/util/dither.glsl"
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#include "/lib/lighting/mainLighting.glsl"
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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#endif
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES
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#include "/lib/util/miplevel.glsl"
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#endif
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#ifdef GENERATED_NORMALS
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#include "/lib/materials/materialMethods/generatedNormals.glsl"
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#endif
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#ifdef COATED_TEXTURES
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#include "/lib/materials/materialMethods/coatedTextures.glsl"
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#endif
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#if IPBR_EMISSIVE_MODE != 1
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#include "/lib/materials/materialMethods/customEmission.glsl"
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#endif
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#ifdef CUSTOM_PBR
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#include "/lib/materials/materialHandling/customMaterials.glsl"
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#endif
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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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#ifdef SS_BLOCKLIGHT
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#include "/lib/lighting/coloredBlocklight.glsl"
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#endif
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#ifdef ATM_COLOR_MULTS
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#include "/lib/colors/colorMultipliers.glsl"
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#endif
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#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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#include "/lib/materials/overlayNoise.glsl"
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#endif
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#ifdef PORTAL_EDGE_EFFECT
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#include "/lib/voxelization/lightVoxelization.glsl"
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#endif
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#if SHOCKWAVE > 0
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#include "/lib/misc/shockwave.glsl"
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#endif
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//Program//
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void main() {
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#ifdef TAA
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vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
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#else
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vec3 viewPos = ScreenToView(screenPos);
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#endif
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float lViewPos = length(viewPos);
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vec3 playerPos = ViewToPlayer(viewPos);
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vec3 nViewPos = normalize(viewPos);
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float VdotN = dot(nViewPos, normal);
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vec3 worldPos = playerPos + cameraPosition;
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#if SHOCKWAVE > 0
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vec4 color = doShockwave(playerPos + relativeEyePosition, texCoord);
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#else
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vec4 color = texture2D(tex, texCoord);
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#endif
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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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#ifdef DISTANT_HORIZONS
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if (getDHFadeFactor(playerPos) < dither) {
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discard;
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}
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#endif
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float overlayNoiseIntensity = 1.0;
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float snowNoiseIntensity = 1.0;
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float sandNoiseIntensity = 1.0;
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float mossNoiseIntensity = 1.0;
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float overlayNoiseTransparentOverwrite = 0.0;
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float IPBRMult = 1.0;
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int subsurfaceMode = 0;
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bool isFoliage = false;
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vec3 dhColor = vec3(1.0);
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#ifdef ATM_COLOR_MULTS
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atmColorMult = GetAtmColorMult();
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sqrtAtmColorMult = sqrt(atmColorMult);
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#endif
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bool noSmoothLighting = false, noDirectionalShading = false;
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float smoothnessD = 0.0, skyLightFactor = 0.0, materialMask = 0.0, enderDragonDead = 1.0;
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float smoothnessG = 0.0, highlightMult = 1.0, emission = 0.0, noiseFactor = 1.0;
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vec2 lmCoordM = lmCoord;
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vec3 normalM = VdotN > 0.0 ? -normal : normal; // Inverted Normal Workaround
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vec3 geoNormal = normalM, shadowMult = vec3(1.0);
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vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
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float purkinjeOverwrite = 0.0;
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if (lmCoord.x > 0.99) { // Mod support for light level 15 (and all light levels with iris 1.7) light sources
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if (blockEntityId == 0) {
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emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, 1.0, 15, 0.0);
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}
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overlayNoiseIntensity = 0.0;
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}
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if (blockEntityId < 21025 && blockEntityId > 20999){
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emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, 1.0, 15, 1.0);
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}
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if (blockEntityId == 5017) { // Player Head
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#include "/lib/materials/specificMaterials/others/SpacEagle17.glsl"
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}
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#ifdef IPBR
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#include "/lib/materials/materialHandling/blockEntityIPBR.glsl"
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#if IPBR_EMISSIVE_MODE != 1
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emission = GetCustomEmissionForIPBR(color, emission);
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#endif
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#else
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#ifdef CUSTOM_PBR
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GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, lViewPos);
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#endif
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if (blockEntityId == 5024) { // End Portal, End Gateway
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#ifdef SPECIAL_PORTAL_EFFECTS
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#include "/lib/materials/specificMaterials/others/endPortalEffect.glsl"
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#endif
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overlayNoiseIntensity = 0.0;
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} else if (blockEntityId == 5004) { // Signs
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noSmoothLighting = true;
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if (glColor.r + glColor.g + glColor.b <= 2.99 || lmCoord.x > 0.999) { // Sign Text
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#include "/lib/materials/specificMaterials/others/signText.glsl"
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}
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} else if (blockEntityId == 5020) { // Conduit
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overlayNoiseIntensity = 0.3;
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} else if (blockEntityId == 5012) { // Ender Chest
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overlayNoiseIntensity = 0.5;
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} else {
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noSmoothLighting = true;
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}
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#endif
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#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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#include "/lib/materials/overlayNoiseApply.glsl"
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#endif
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#if SEASONS > 0
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#include "/lib/materials/seasons.glsl"
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#endif
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#if MONOTONE_WORLD > 0
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#if MONOTONE_WORLD == 1
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color.rgb = vec3(1.0);
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#elif MONOTONE_WORLD == 2
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color.rgb = vec3(0.0);
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#else
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color.rgb = vec3(0.5);
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#endif
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#endif
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#ifdef GENERATED_NORMALS
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GenerateNormals(normalM, colorP);
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#endif
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#ifdef COATED_TEXTURES
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CoatTextures(color.rgb, noiseFactor, playerPos, false);
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#endif
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#ifdef SS_BLOCKLIGHT
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
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#endif
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emission *= EMISSION_MULTIPLIER;
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bool isLightSource = lmCoord.x > 0.99;
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DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
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worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, false,
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false, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
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enderDragonDead);
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#ifdef SS_BLOCKLIGHT
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vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
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if (blockEntityId == 5004) lightAlbedo = vec3(0.0); // fix glowing sign text affecting blocklight color
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#endif
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vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a);
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skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, blockEntityId);
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#endif
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#ifdef IRIS_FEATURE_FADE_VARIABLE
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skyLightFactor *= 0.5;
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#endif
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/* DRAWBUFFERS:036 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(1.0 - translucentMult, 1.0);
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gl_FragData[2] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
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#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE != 0
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/* DRAWBUFFERS:0364 */
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gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
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#ifdef SS_BLOCKLIGHT
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/* DRAWBUFFERS:03649 */
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gl_FragData[4] = vec4(lightAlbedo, 0.0);
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#endif
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#elif defined SS_BLOCKLIGHT
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/* DRAWBUFFERS:0369 */
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gl_FragData[3] = vec4(lightAlbedo, 0.0);
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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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#ifdef END_PORTAL_BEAM_INTERNAL
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#extension GL_ARB_shader_image_load_store : enable
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layout(r32i) uniform iimage2D endcrystal_img;
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#endif
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out vec2 texCoord;
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out vec2 lmCoord;
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flat out int mat;
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flat out vec3 upVec, sunVec, northVec, eastVec;
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out vec3 normal;
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out vec3 atMidBlock;
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out vec4 glColor;
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// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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// flat out ivec2 pixelTexSize;
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// #endif
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
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out vec2 signMidCoordPos;
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flat out vec2 absMidCoordPos;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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flat out vec3 binormal, tangent;
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#endif
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#ifdef POM
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out vec3 viewVector;
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out vec4 vTexCoordAM;
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#endif
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//Attributes//
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
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attribute vec4 mc_midTexCoord;
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#endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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attribute vec4 at_tangent;
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#endif
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attribute vec4 at_midBlock;
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attribute vec4 mc_Entity;
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//Common Variables//
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//Common Functions//
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//Includes//
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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#endif
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#ifdef WAVE_EVERYTHING
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#include "/lib/materials/materialMethods/wavingBlocks.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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#ifdef TAA
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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#ifdef ATLAS_ROTATION
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texCoord += texCoord * float(hash33(mod(cameraPosition * 0.1, vec3(100.0))));
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#endif
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lmCoord = GetLightMapCoordinates();
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glColor = gl_Color;
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mat = int(mc_Entity.x + 0.5);
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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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atMidBlock = at_midBlock.xyz;
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if (normal != normal) normal = -upVec; // Mod Fix: Fixes Better Nether Fireflies
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#ifdef END_PORTAL_BEAM_INTERNAL
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if (blockEntityId == 5024 && length((gl_ModelViewMatrix * gl_Vertex).xyz) < 28) // end portal
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imageStore(endcrystal_img, ivec2(35, 4), ivec4(1));
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#endif
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#ifdef IPBR
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/*if (blockEntityId == 5024) { // End Portal, End Gateway
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gl_Position.z -= 0.002;
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}*/
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#endif
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
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if (blockEntityId == 5008) { // Chest
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float fractWorldPosY = fract((gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).y + cameraPosition.y);
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if (fractWorldPosY > 0.56 && 0.57 > fractWorldPosY) gl_Position.z -= 0.0001;
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}
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vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texMinMidCoord = texCoord - midCoord;
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signMidCoordPos = sign(texMinMidCoord);
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absMidCoordPos = abs(texMinMidCoord);
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#endif
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// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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// ivec2 pixelTexSize = ivec2(absMidCoordPos * 2.0 * atlasSize);
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// #endif
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#if defined GENERATED_NORMALS || defined CUSTOM_PBR
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binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
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tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
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#endif
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#ifdef POM
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
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vTexCoordAM.zw = abs(texMinMidCoord) * 2;
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vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
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#endif
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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#ifdef MIRROR_DIMENSION
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doMirrorDimension(position);
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#endif
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#ifdef WORLD_CURVATURE
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position.y += doWorldCurvature(position.xz);
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#endif
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#ifdef WAVE_EVERYTHING
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DoWaveEverything(position.xyz);
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#endif
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#endif
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}
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#endif
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