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

214 lines
6.8 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/tonemaps.glsl"
#define STELLAR_VIEW_SUPPORT
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
in vec2 texCoord;
flat in vec4 glColor;
#ifdef OVERWORLD
flat in vec3 upVec, sunVec;
#endif
//Pipeline Constants//
//Common Variables//
#ifdef OVERWORLD
float SdotU = dot(sunVec, upVec);
float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
float sunVisibility2 = sunVisibility * sunVisibility;
#endif
const int DoCompTonemap = 0;
const int DoBSLTonemap = 1;
const int ACESTonemap = 2;
const int ACESRedModified = 3;
const int BurgessTonemap = 4;
const int LottesTonemap = 5;
const int Uncharted2 = 6;
const int uncharted2_tonemap_partial = 7;
const int uncharted2_filmic = 8;
const int reinhard2 = 9;
const int filmic = 10;
const int GTTonemap = 11;
const int uchimura = 12;
const int agxTonemap = 13;
const int unreal = 14;
//Common Functions//
//Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#ifdef END
#include "/lib/colors/skyColors.glsl"
#endif
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
//Program//
void main() {
#ifdef OVERWORLD
vec2 tSize = textureSize(tex, 0);
vec4 color = texture2D(tex, texCoord);
color.rgb *= glColor.rgb;
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
vec3 nViewPos = normalize(viewPos.xyz);
float VdotS = dot(nViewPos, sunVec);
float VdotU = dot(nViewPos, upVec);
#ifdef IS_IRIS
bool sunSideCheck = VdotS > 0.95;
bool isSun = renderStage == MC_RENDER_STAGE_SUN;
bool isMoon = renderStage == MC_RENDER_STAGE_MOON;
#if IRIS_VERSION < 10902
if (sunSideCheck) isSun = true; // Workaround for sun rendering as MC_RENDER_STAGE_MOON in some Iris versions
#endif
#else
bool sunSideCheck = VdotS > 0.0;
bool tSizeCheck = abs(tSize.y - 264.0) < 248.5; //tSize.y must range from 16 to 512
bool isSun = tSizeCheck && sunSideCheck;
bool isMoon = tSizeCheck && !sunSideCheck;
#endif
if (isSun || isMoon) {
#if SUN_MOON_STYLE >= 2
discard;
#endif
if (isSun) {
float sunBrightness = 4.5;
color.rgb = vec3(pow(dot(color.rgb, color.rgb) * 0.45, 6.0 - 5.0 * rainFactor));
if (tonemap == ACESTonemap) color.rgb *= mix(vec3(1.0, 0.6275, 0.4549) * 1.2, vec3(0.35), rainFactor * 0.75) * sunBrightness * 0.5;
else color.rgb *= mix(vec3(1.1, 0.55, 0.0), vec3(0.35), rainFactor * 0.75) * sunBrightness; // all other tonemaps
color.rgb *= 0.25 + 0.75 * sunVisibility2 + 0.5 * noonFactor;
}
if (isMoon) {
// vec3 pixelGlareColor = color.rgb;
// pixelGlareColor = mix(pixelGlareColor, pixelGlareColor * vec3(0.9, 0.95, 1.1), 0.5) * 1.3;
color.rgb *= smoothstep1(min1(length(color.rgb))) * 1.3;
#if BLOOD_MOON > 0
float luminance = GetLuminance(color.rgb);
color.rgb = mix(color.rgb, pow2(luminance) * vec3(0.702, 0.0, 0.0) * 1.7, getBloodMoon(sunVisibility));
#endif
// float pixelGlareFactor = 1 - step(0.09,luminance);
// color.rgb = mix(color.rgb, pixelGlareColor, pixelGlareFactor);
}
color.rgb *= GetHorizonFactor(VdotU);
#ifdef CAVE_FOG
color.rgb *= 1.0 - 0.75 * GetCaveFactor();
#endif
} else { // Custom Sky
#if MC_VERSION >= 11300
#ifdef STELLAR_VIEW_SUPPORT
color.rgb *= mix(vec3(1.0), color.rgb * smoothstep1(sqrt1(max0(VdotU))), float(abs(VdotS) > 0.95)); // we only want it near the sun and moon
#else
color.rgb *= color.rgb * smoothstep1(sqrt1(max0(VdotU)));
#endif
#else
discard;
// Old mc custom skyboxes are weirdly broken, so we discard.
#endif
}
if (isEyeInWater == 1) color.rgb *= 0.25;
// Reduced visibility in rain
float rainFactorM = rainFactor;
#ifdef SUN_MOON_DURING_RAIN
rainFactorM *= 0.8;
#endif
color.a *= 1.0 - rainFactorM;
#ifdef STELLAR_VIEW_SUPPORT
// Complementary by default shows the sun/moon while raining. But in vanilla they have an alpha of 0 while raining.
float vanillaSunMoonMask = float(isSun || isMoon);
color.rgb *= max0(glColor.a + vanillaSunMoonMask * rainStrength); // Support fop skybox altering mods
color.a *= max(step(0.0001, glColor.a), vanillaSunMoonMask); // Based on vanilla mask we only set alpha to 0 when glColor.a is 0 and not sun/moon
#endif
#endif
#ifdef NETHER
vec4 color = vec4(0.0);
#endif
#ifdef END
vec4 color = vec4(endSkyColor, 1.0);
#endif
#if RETRO_LOOK == 1
color.rgb = GetLuminance(color.rgb) * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.3 * RETRO_LOOK_I;
#elif RETRO_LOOK == 2
color.rgb = mix(color.rgb, GetLuminance(color.rgb) * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.3 * RETRO_LOOK_I, nightVision);
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = color;
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
out vec2 texCoord;
flat out vec4 glColor;
#ifdef OVERWORLD
flat out vec3 upVec, sunVec;
#endif
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
#endif
glColor = gl_Color;
#ifdef OVERWORLD
upVec = normalize(gbufferModelView[1].xyz);
sunVec = GetSunVector();
#endif
}
#endif