204 lines
5.5 KiB
GLSL
204 lines
5.5 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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//Common//
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#include "/lib/common.glsl"
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#define BEACON_BEAM_EMISSION 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0]
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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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flat in vec3 upVec, sunVec;
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in vec4 glColor;
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//Pipeline Constants//
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//Common Variables//
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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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//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/atmospherics/fog/mainFog.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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#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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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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#ifdef DISTANT_HORIZONS
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vec3 screenPosDH = vec3(screenPos.xy, texture2D(dhDepthTex, screenPos.xy).r);
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#ifdef TAA
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vec3 viewPosDH = ScreenToViewDH(vec3(TAAJitter(screenPosDH.xy, -0.5), screenPosDH.z));
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#else
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vec3 viewPosDH = ScreenToViewDH(screenPosDH);
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#endif
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if (viewPos.z < viewPosDH.z)
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discard;
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#endif
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float lViewPos = length(viewPos);
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vec3 nViewPos = normalize(viewPos);
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vec3 playerPos = ViewToPlayer(viewPos);
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float VdotU = dot(nViewPos, upVec);
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float VdotS = dot(nViewPos, sunVec);
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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 ATM_COLOR_MULTS
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atmColorMult = GetAtmColorMult();
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#endif
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float emission = 1.0;
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#ifdef IPBR
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emission = dot(colorP, colorP);
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if (0.5 > color.a && color.a > 0.01) {
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color.a = 0.101;
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emission = pow2(pow2(emission)) * 0.1;
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}
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emission *= BEACON_BEAM_EMISSION;
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color.rgb *= color.rgb * emission * 1.75;
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color.rgb += emission * 0.05;
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#else
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color.rgb *= color.rgb * 4.0 * BEACON_BEAM_EMISSION;
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#endif
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#ifdef SS_BLOCKLIGHT
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vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
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#endif
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color.rgb *= 0.5 + 0.5 * exp(-lViewPos * 0.04);
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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// We do fog here as well because the outer layer of the beam has broken depth in later programs
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float sky = 0.0;
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#ifndef NETHER
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if (playerPos.y > 0.0) {
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playerPos.y = pow(playerPos.y / far, 0.15) * far;
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}
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#endif
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float prevAlpha = color.a;
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DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
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color.a = prevAlpha * (1.0 - sky);
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if (color.a < 0.2 * dither) discard;
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/* DRAWBUFFERS:06 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
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#ifdef SS_BLOCKLIGHT
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/* DRAWBUFFERS:069 */
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gl_FragData[2] = vec4(lightAlbedo, 1);
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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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flat out vec3 upVec, sunVec;
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out vec4 glColor;
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//Attributes//
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#if defined ATLAS_ROTATION || defined WAVE_EVERYTHING
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attribute vec4 mc_midTexCoord;
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vec2 lmCoord = GetLightMapCoordinates();
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#endif
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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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upVec = normalize(gbufferModelView[1].xyz);
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sunVec = GetSunVector();
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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 * 0.5, vec3(100.0))));
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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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glColor = gl_Color;
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}
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#endif
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