174 lines
5.4 KiB
GLSL
174 lines
5.4 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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#include "/lib/shaderSettings/clouds.glsl"
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#include "/lib/shaderSettings/cloudsAndLighting.glsl"
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FRAGMENT_SHADER
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#if CLOUD_STYLE_DEFINE == 50
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// We use CLOUD_STYLE_DEFINE instead of CLOUD_STYLE in this file because Optifine can't use generated defines for pipeline stuff
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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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#endif
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//Pipeline Constants//
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//Common Variables//
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#if CLOUD_STYLE_DEFINE == 50
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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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#endif
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//Common Functions//
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//Includes//
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#if CLOUD_STYLE_DEFINE == 50
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#include "/lib/colors/skyColors.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#if defined TAA && (defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE)
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#include "/lib/antialiasing/jitter.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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#ifdef MOON_PHASE_INF_ATMOSPHERE
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#include "/lib/colors/moonPhaseInfluence.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 AURORA_INFLUENCE
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#include "/lib/atmospherics/auroraBorealis.glsl"
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#endif
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#endif
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//Program//
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void main() {
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#if CLOUD_STYLE_DEFINE != 50
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discard;
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#else
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vec4 color = texture2D(tex, texCoord) * glColor;
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vec4 translucentMult = vec4(mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a), 1.0);
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#if defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE
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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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vec3 playerPos = ViewToPlayer(viewPos);
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float xzMaxDistance = max(abs(playerPos.x), abs(playerPos.z));
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#if MC_VERSION < 12106
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float cloudDistance = 375.0;
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#else
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float cloudDistance = 2000.0;
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#endif
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cloudDistance = clamp((cloudDistance - xzMaxDistance) / cloudDistance, 0.0, 1.0);
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color.a *= clamp01(cloudDistance * 3.0);
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#endif
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color.a *= CLOUD_TRANSPARENCY;
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#ifdef OVERWORLD
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vec3 cloudLight = mix(vec3(0.8, 1.6, 1.5) * sqrt1(nightFactor), mix(dayDownSkyColor, dayMiddleSkyColor, 0.1), sunFactor);
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#if RAINBOW_CLOUD != 0
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vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
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wpos /= (abs(wpos.y) + length(wpos.xz));
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cloudLight *= getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.3, 0.05);
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#endif
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#ifdef AURORA_INFLUENCE
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color.rgb = getAuroraAmbientColor(color.rgb, viewPos, 0.096, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.7);
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#endif
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color.rgb *= sqrt(cloudLight) * (1.2 + 0.4 * noonFactor * invRainFactor);
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#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
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color.rgb *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
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#endif
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#ifdef ATM_COLOR_MULTS
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color.rgb *= sqrt(GetAtmColorMult()); // C72380KD - Reduced atmColorMult impact on things
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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color.rgb *= moonPhaseInfluence;
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#endif
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#endif
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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/* DRAWBUFFERS:063 */
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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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gl_FragData[2] = vec4(1.0 - translucentMult.rgb, translucentMult.a);
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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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#if CLOUD_STYLE_DEFINE == 50
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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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#endif
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//Attributes//
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//Common Variables//
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//Common Functions//
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//Includes//
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#if CLOUD_STYLE_DEFINE == 50
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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#endif
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#endif
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//Program//
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void main() {
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#if CLOUD_STYLE_DEFINE != 50
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gl_Position = vec4(-1.0);
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#else
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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glColor = gl_Color;
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upVec = normalize(gbufferModelView[1].xyz);
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sunVec = GetSunVector();
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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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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#endif
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}
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#endif
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