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

468 lines
14 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
#extension GL_ARB_derivative_control : enable
#ifdef GL_ARB_derivative_control
#define USE_FINE_DERIVATIVES
#endif
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/shockwave.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
//#define NIGHT_DESATURATION
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
in vec2 texCoord;
in vec2 lmCoord;
flat in int mat;
flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 normal;
in vec3 atMidBlock;
in vec4 glColor;
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
#endif
#ifdef ACT_GROUND_LEAVES_FIX
#include "/lib/voxelization/leavesVoxelization.glsl"
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
flat in vec3 binormal, tangent;
#endif
#ifdef POM
in vec3 viewVector;
in vec4 vTexCoordAM;
#endif
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// flat in ivec2 pixelTexSize;
// #endif
//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;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
#endif
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/lighting/mainLighting.glsl"
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#if defined GENERATED_NORMALS || defined COATED_TEXTURES
#include "/lib/util/miplevel.glsl"
#endif
#ifdef GENERATED_NORMALS
#include "/lib/materials/materialMethods/generatedNormals.glsl"
#endif
#ifdef COATED_TEXTURES
#include "/lib/materials/materialMethods/coatedTextures.glsl"
#endif
#if IPBR_EMISSIVE_MODE != 1
#include "/lib/materials/materialMethods/customEmission.glsl"
#endif
#ifdef CUSTOM_PBR
#include "/lib/materials/materialHandling/customMaterials.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoise.glsl"
#endif
#ifdef PORTAL_EDGE_EFFECT
#include "/lib/voxelization/lightVoxelization.glsl"
#endif
#if SHOCKWAVE > 0
#include "/lib/misc/shockwave.glsl"
#endif
//Program//
void main() {
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(viewPos);
vec3 playerPos = ViewToPlayer(viewPos);
vec3 nViewPos = normalize(viewPos);
float VdotN = dot(nViewPos, normal);
vec3 worldPos = playerPos + cameraPosition;
#if SHOCKWAVE > 0
vec4 color = doShockwave(playerPos + relativeEyePosition, texCoord);
#else
vec4 color = texture2D(tex, texCoord);
#endif
vec3 colorP = color.rgb;
color *= glColor;
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
#ifdef DISTANT_HORIZONS
if (getDHFadeFactor(playerPos) < dither) {
discard;
}
#endif
float overlayNoiseIntensity = 1.0;
float snowNoiseIntensity = 1.0;
float sandNoiseIntensity = 1.0;
float mossNoiseIntensity = 1.0;
float overlayNoiseTransparentOverwrite = 0.0;
float IPBRMult = 1.0;
int subsurfaceMode = 0;
bool isFoliage = false;
vec3 dhColor = vec3(1.0);
#ifdef ATM_COLOR_MULTS
atmColorMult = GetAtmColorMult();
sqrtAtmColorMult = sqrt(atmColorMult);
#endif
bool noSmoothLighting = false, noDirectionalShading = false;
float smoothnessD = 0.0, skyLightFactor = 0.0, materialMask = 0.0, enderDragonDead = 1.0;
float smoothnessG = 0.0, highlightMult = 1.0, emission = 0.0, noiseFactor = 1.0;
vec2 lmCoordM = lmCoord;
vec3 normalM = VdotN > 0.0 ? -normal : normal; // Inverted Normal Workaround
vec3 geoNormal = normalM, shadowMult = vec3(1.0);
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
float purkinjeOverwrite = 0.0;
if (lmCoord.x > 0.99) { // Mod support for light level 15 (and all light levels with iris 1.7) light sources
if (blockEntityId == 0) {
emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, 1.0, 15, 0.0);
}
overlayNoiseIntensity = 0.0;
}
if (blockEntityId < 21025 && blockEntityId > 20999){
emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, 1.0, 15, 1.0);
}
if (blockEntityId == 5017) { // Player Head
#include "/lib/materials/specificMaterials/others/SpacEagle17.glsl"
}
#ifdef IPBR
#include "/lib/materials/materialHandling/blockEntityIPBR.glsl"
#if IPBR_EMISSIVE_MODE != 1
emission = GetCustomEmissionForIPBR(color, emission);
#endif
#else
#ifdef CUSTOM_PBR
GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, lViewPos);
#endif
if (blockEntityId == 5024) { // End Portal, End Gateway
#ifdef SPECIAL_PORTAL_EFFECTS
#include "/lib/materials/specificMaterials/others/endPortalEffect.glsl"
#endif
overlayNoiseIntensity = 0.0;
} else if (blockEntityId == 5004) { // Signs
noSmoothLighting = true;
if (glColor.r + glColor.g + glColor.b <= 2.99 || lmCoord.x > 0.999) { // Sign Text
#include "/lib/materials/specificMaterials/others/signText.glsl"
}
} else if (blockEntityId == 5020) { // Conduit
overlayNoiseIntensity = 0.3;
} else if (blockEntityId == 5012) { // Ender Chest
overlayNoiseIntensity = 0.5;
} else {
noSmoothLighting = true;
}
#endif
#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoiseApply.glsl"
#endif
#if SEASONS > 0
#include "/lib/materials/seasons.glsl"
#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 GENERATED_NORMALS
GenerateNormals(normalM, colorP);
#endif
#ifdef COATED_TEXTURES
CoatTextures(color.rgb, noiseFactor, playerPos, false);
#endif
#ifdef SS_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
#endif
emission *= EMISSION_MULTIPLIER;
bool isLightSource = lmCoord.x > 0.99;
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, false,
false, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
enderDragonDead);
#ifdef SS_BLOCKLIGHT
vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
if (blockEntityId == 5004) lightAlbedo = vec3(0.0); // fix glowing sign text affecting blocklight color
#endif
vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a);
skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, blockEntityId);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
skyLightFactor *= 0.5;
#endif
/* DRAWBUFFERS:036 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(1.0 - translucentMult, 1.0);
gl_FragData[2] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE != 0
/* DRAWBUFFERS:0364 */
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:03649 */
gl_FragData[4] = vec4(lightAlbedo, 0.0);
#endif
#elif defined SS_BLOCKLIGHT
/* DRAWBUFFERS:0369 */
gl_FragData[3] = vec4(lightAlbedo, 0.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
#ifdef END_PORTAL_BEAM_INTERNAL
#extension GL_ARB_shader_image_load_store : enable
layout(r32i) uniform iimage2D endcrystal_img;
#endif
out vec2 texCoord;
out vec2 lmCoord;
flat out int mat;
flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 normal;
out vec3 atMidBlock;
out vec4 glColor;
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// flat out ivec2 pixelTexSize;
// #endif
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
out vec2 signMidCoordPos;
flat out vec2 absMidCoordPos;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
flat out vec3 binormal, tangent;
#endif
#ifdef POM
out vec3 viewVector;
out vec4 vTexCoordAM;
#endif
//Attributes//
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
attribute vec4 mc_midTexCoord;
#endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
attribute vec4 at_tangent;
#endif
attribute vec4 at_midBlock;
attribute vec4 mc_Entity;
//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
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.1, vec3(100.0))));
#endif
lmCoord = GetLightMapCoordinates();
glColor = gl_Color;
mat = int(mc_Entity.x + 0.5);
normal = normalize(gl_NormalMatrix * gl_Normal);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
sunVec = GetSunVector();
atMidBlock = at_midBlock.xyz;
if (normal != normal) normal = -upVec; // Mod Fix: Fixes Better Nether Fireflies
#ifdef END_PORTAL_BEAM_INTERNAL
if (blockEntityId == 5024 && length((gl_ModelViewMatrix * gl_Vertex).xyz) < 28) // end portal
imageStore(endcrystal_img, ivec2(35, 4), ivec4(1));
#endif
#ifdef IPBR
/*if (blockEntityId == 5024) { // End Portal, End Gateway
gl_Position.z -= 0.002;
}*/
#endif
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || SHOCKWAVE > 0
if (blockEntityId == 5008) { // Chest
float fractWorldPosY = fract((gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).y + cameraPosition.y);
if (fractWorldPosY > 0.56 && 0.57 > fractWorldPosY) gl_Position.z -= 0.0001;
}
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
signMidCoordPos = sign(texMinMidCoord);
absMidCoordPos = abs(texMinMidCoord);
#endif
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// ivec2 pixelTexSize = ivec2(absMidCoordPos * 2.0 * atlasSize);
// #endif
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
#endif
#ifdef POM
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
vTexCoordAM.zw = abs(texMinMidCoord) * 2;
vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
#endif
#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