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

748 lines
27 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/materials.glsl"
#include "/lib/shaderSettings/shockwave.glsl"
#include "/lib/shaderSettings/interactiveFoliage.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
#include "/lib/shaderSettings/wavingBlocks.glsl"
#define EYES
#define EYE_FREQUENCY 1.0 //[0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
#define EYE_SPEED 1.0 //[0.2 0.4 0.6 0.8 1.0 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0]
#define EYE_RED_PROBABILITY 0.07 //[0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
//#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
flat in int mat;
flat in int blockLightEmission;
in vec2 texCoord;
#ifdef GBUFFERS_COLORWHEEL
vec2 lmCoord;
#else
in vec2 lmCoord;
#endif
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
flat in vec2 midCoord;
in vec3 blockUV;
in vec3 atMidBlock;
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// flat in ivec2 pixelTexSize;
// #endif
flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 normal;
in vec3 vertexPos;
in vec4 glColorRaw;
#if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR
flat in vec3 binormal, tangent;
#endif
#ifdef POM
in vec3 viewVector;
in vec4 vTexCoordAM;
#endif
#if ANISOTROPIC_FILTER > 0
in vec4 spriteBounds;
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
flat in float chunkFade;
#endif
//Pipeline Constants//
#if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0
const float voxelDistance = 64.0;
#elif COLORED_LIGHTING_INTERNAL > 0
#if WORLD_SPACE_REFLECTIONS_INTERNAL == -1
const float voxelDistance = 32.0;
#else
const float voxelDistance = 64.0;
#endif
#endif
//Common Variables//
float NdotU = dot(normal, upVec);
float geoNdotU = NdotU;
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;
float skyLightCheck = 0.0;
vec4 glColor = glColorRaw;
#ifdef OVERWORLD
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
vec3 lightVec = sunVec;
#endif
#if RAIN_PUDDLES >= 1 || 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//
void DoFoliageColorTweaks(inout vec3 color, inout vec3 shadowMult, inout float snowMinNdotU, vec3 viewPos, vec3 nViewPos, float lViewPos, float dither) {
float factor = max(80.0 - lViewPos, 0.0);
shadowMult *= 1.0 + 0.004 * noonFactor * factor;
#if defined IPBR && !defined IPBR_COMPAT_MODE
color.rgb *= 0.97 - 0.2 * signMidCoordPos.x;
#endif
//#define FOLIAGE_ALT_SUBSURFACE
#ifdef FOLIAGE_ALT_SUBSURFACE
float edgeSize = 0.12;
float edgeEffectFactor = 0.75;
vec2 texCoordM = texCoord;
texCoordM.y -= edgeSize * dither * absMidCoordPos.y;
texCoordM.y = max(texCoordM.y, midCoord.y - absMidCoordPos.y);
vec4 colorSample = texture2DLod(tex, texCoordM, 0);
if (colorSample.a < 0.5) {
float edgeFactor = dot(nViewPos, lightVec);
shadowMult *= 1.0 + edgeEffectFactor * (1.0 + edgeFactor);
}
shadowMult *= 1.03 + 0.2333 * edgeEffectFactor * (dot(normal, lightVec) - 1.0);
#endif
#ifdef SNOWY_WORLD
if (glColor.g - glColor.b > 0.01)
snowMinNdotU = min(pow2(pow2(max0(color.g * 2.0 - color.r - color.b))) * 5.0, 0.1);
else
snowMinNdotU = min(pow2(pow2(max0(color.g * 2.0 - color.r - color.b))) * 3.0, 0.1) * 0.25;
#ifdef DISTANT_HORIZONS
// DH chunks don't have foliage. The border looks too noticeable without this tweak
snowMinNdotU = mix(snowMinNdotU, 0.09, smoothstep(far * 0.5, far, lViewPos));
#endif
#endif
}
void DoBrightBlockTweaks(vec3 color, float minLight, inout vec3 shadowMult, inout float highlightMult) {
float factor = mix(minLight * 0.5 + 0.5, 1.0, pow2(pow2(color.r)));
shadowMult = vec3(factor);
highlightMult /= factor;
}
void DoOceanBlockTweaks(inout float smoothnessD) {
smoothnessD *= max0(lmCoord.y - 0.95) * 20.0;
}
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#include "/lib/util/dither.glsl"
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || ANISOTROPIC_FILTER > 0 || defined DISTANT_LIGHT_BOKEH
#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
#if ANISOTROPIC_FILTER > 0
#include "/lib/materials/materialMethods/anisotropicFiltering.glsl"
#endif
#ifdef PUDDLE_VOXELIZATION
#include "/lib/voxelization/puddleVoxelization.glsl"
#endif
#ifdef ACT_GROUND_LEAVES_FIX
#include "/lib/voxelization/leavesVoxelization.glsl"
#endif
#ifdef SNOWY_WORLD
#include "/lib/materials/materialMethods/snowyWorld.glsl"
#endif
#ifdef DISTANT_LIGHT_BOKEH
#include "/lib/misc/distantLightBokeh.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
#if defined 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
#if PIXEL_WATER > 0
#include "/lib/materials/materialMethods/waterProcedureTexture.glsl"
#endif
#if SHOCKWAVE > 0
#include "/lib/misc/shockwave.glsl"
#endif
//Program//
void main() {
skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility));
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 nViewPos = normalize(viewPos);
vec3 playerPos = vertexPos;
vec3 worldPos = playerPos + cameraPosition;
#if SHOCKWAVE > 0
vec4 color = doShockwave(playerPos + relativeEyePosition, texCoord);
#else
#if ANISOTROPIC_FILTER == 0
vec4 color = texture2D(tex, texCoord);
#else
vec4 color = textureAF(tex, texCoord);
#endif
#endif
float smoothnessD = 0.0, materialMask = 0.0;
#if !defined POM || !defined POM_ALLOW_CUTOUT
if (color.a <= 0.00001) discard; // 6WIR4HT23
#endif
vec3 colorP = color.rgb;
#ifdef GBUFFERS_COLORWHEEL
float ao;
vec4 overlayColor;
clrwl_computeFragment(color, color, lmCoord, ao, overlayColor);
color.rgb = mix(color.rgb, overlayColor.rgb, overlayColor.a);
lmCoord = clamp((lmCoord - 1.0 / 32.0) * 32.0 / 30.0, 0.0, 1.0);
#else
color.rgb *= glColor.rgb;
#endif
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
int subsurfaceMode = 0;
bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false, noGeneratedNormals = false, doTileRandomisation = true, isFoliage = false;
float smoothnessG = 0.0, highlightMult = 1.0, emission = 0.0, noiseFactor = 1.0, snowFactor = 1.0, snowMinNdotU = 0.0, noPuddles = 0.0, overlayNoiseIntensity = 1.0, snowNoiseIntensity = 1.0, sandNoiseIntensity = 1.0, mossNoiseIntensity = 1.0, overlayNoiseTransparentOverwrite = 0.0, overlayNoiseEmission = 1.0, IPBRMult = 1.0, lavaNoiseIntensity = LAVA_NOISE_INTENSITY, enderDragonDead = 1.0;
vec2 lmCoordM = lmCoord;
vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0);
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
vec3 dhColor = vec3(1.0);
float purkinjeOverwrite = 0.0;
bool isLightSource = false;
if (lmCoord.x > 0.99 || blockLightEmission > 0) { // Mod support for light level 15 (and all light levels with iris 1.7) light sources
if (mat == 0) {
emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 0.0);
}
isLightSource = true;
overlayNoiseIntensity = 0.0;
}
#ifndef GBUFFERS_COLORWHEEL
if (length(abs(worldGeoNormal.xz) - vec2(sqrt(0.5))) < 0.01) { // Auto SSS on unknown cross model blocks (modded)
if (mat == 0) {
subsurfaceMode = 1;
noSmoothLighting = true, noDirectionalShading = true;
}
isFoliage = true;
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
}
#endif
#ifdef IPBR
vec3 maRecolor = vec3(0.0);
#include "/lib/materials/materialHandling/terrainIPBR.glsl"
#ifdef REFLECTIVE_WORLD
smoothnessD = 1.0;
smoothnessG = 1.0;
#endif
#ifdef GENERATED_NORMALS
if (!noGeneratedNormals) GenerateNormals(normalM, colorP);
#endif
#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 (mat == 10001) { // No directional shading
noDirectionalShading = true;
} else if (mat == 10003 || mat == 10005 || mat == 10029 || mat == 10031) { // Grounded Waving Foliage
subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true;
DoFoliageColorTweaks(color.rgb, shadowMult, snowMinNdotU, viewPos, nViewPos, lViewPos, dither);
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
} else if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves
#include "/lib/materials/specificMaterials/terrain/leaves.glsl"
} else if (mat == 10013 || mat == 10923) { // Vine
subsurfaceMode = 3, centerShadowBias = true; noSmoothLighting = true, isFoliage = true;
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
} else if (mat == 10015 || mat == 10017 || mat == 10019) { // Non-waving Foliage
subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true;
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
} else if (mat == 10021 || mat == 10023) { // Upper Waving Foliage
subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true, isFoliage = true;
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
DoFoliageColorTweaks(color.rgb, shadowMult, snowMinNdotU, viewPos, nViewPos, lViewPos, dither);
} else if (mat == 10068 || mat == 10070){ // Lava
vec3 previousLavaColor = color.rgb;
if (emission < 1.0) emission = max(2.0, emission);
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0);
#endif
vec3 lavaNoiseColor = color.rgb;
#if LAVA_VARIATION > 0
vec2 lavaPos = (floor(worldPos.xz * 16.0) + worldPos.y * 32.0) * 0.000666;
vec2 wind = vec2(frameTimeCounter * 0.012, 0.0);
lavaNoiseIntensity *= 0.95;
#include "/lib/materials/specificMaterials/terrain/lavaNoise.glsl"
color.rgb = lavaNoiseColor;
#else
if (LAVA_TEMPERATURE != 0.0) color.rgb += LAVA_TEMPERATURE * 0.3;
#endif
vec3 maxLavaColor = max(previousLavaColor, lavaNoiseColor);
vec3 minLavaColor = min(previousLavaColor, lavaNoiseColor);
#if RAIN_PUDDLES >= 1
noPuddles = 1.0;
#endif
#include "/lib/materials/specificMaterials/terrain/lavaEdge.glsl"
emission *= LAVA_EMISSION;
} else if (mat > 20999 && mat < 21025){
emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 1.0);
}
#ifdef SNOWY_WORLD
else if ((mat == 10132 || mat == 10133)) { // Grass Block:Normal
if (glColor.b < 0.999) { // Grass Block:Normal:Grass Part
snowMinNdotU = min(pow2(pow2(color.g)) * 1.9, 0.1);
color.rgb = color.rgb * 0.5 + 0.5 * (color.rgb / glColor.rgb);
}
}
#endif
else if (lmCoord.x > 0.99999) lmCoordM.x = 0.95;
#endif
if (mat == 10572) { // Dragon Egg
overlayNoiseIntensity = 0.0;
#ifndef EMISSIVE_DRAGON_EGG
emission *= 0.0;
#endif
}
#ifdef SNOWY_WORLD
DoSnowyWorld(color, smoothnessG, highlightMult, smoothnessD, emission,
playerPos, lmCoord, snowFactor, snowMinNdotU, NdotU, subsurfaceMode);
#endif
#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS && !defined IPBR
if (mat == 10476 || mat == 10588 || mat == 10592) { // Crying Obsidian, Respawn Anchor lit and unlit
float luminance = GetLuminance(color.rgb);
emission = sqrt(luminance * luminance) * 10.0;
color.a *= luminance;
}
#endif
#if SEASONS > 0
#include "/lib/materials/seasons.glsl"
#endif
#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
#include "/lib/materials/overlayNoiseApply.glsl"
#endif
#if defined COATED_TEXTURES && defined IPBR
CoatTextures(color.rgb, noiseFactor, playerPos, doTileRandomisation);
#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
#if RAIN_PUDDLES >= 1
float puddleLightFactor = max0(lmCoord.y * 32.0 - 31.0) * clamp((1.0 - 1.15 * lmCoord.x) * 10.0, 0.0, 1.0);
float puddleNormalFactor = pow2(max0(NdotUmax0 - 0.5) * 2.0);
float puddleMixer = puddleLightFactor * inRainy * puddleNormalFactor;
#if RAIN_PUDDLES >= 3
wetnessM = 1.0;
#endif
#ifdef PUDDLE_VOXELIZATION
vec3 voxelPos = SceneToPuddleVoxel(playerPos);
vec3 voxel_sample_pos = clamp01(voxelPos / vec3(puddle_voxelVolumeSize));
if (CheckInsidePuddleVoxelVolume(voxelPos)) {
noPuddles += texture2D(puddle_sampler, voxel_sample_pos.xz).r;
}
#endif
if (pow2(pow2(wetnessM)) * puddleMixer - noPuddles > 0.00001) {
vec2 worldPosXZ = playerPos.xz + cameraPosition.xz;
vec2 puddleWind = vec2(frameTimeCounter) * 0.03;
#if WATER_STYLE == 1
vec2 puddlePosNormal = floor(worldPosXZ * 16.0) * 0.0625;
#else
vec2 puddlePosNormal = worldPosXZ;
#endif
puddlePosNormal *= 0.1;
vec2 pNormalCoord1 = puddlePosNormal + vec2(puddleWind.x, puddleWind.y);
vec2 pNormalCoord2 = puddlePosNormal + vec2(puddleWind.x * -1.5, puddleWind.y * -1.0);
vec3 pNormalNoise1 = texture2DLod(noisetex, pNormalCoord1, 0.0).rgb;
vec3 pNormalNoise2 = texture2DLod(noisetex, pNormalCoord2, 0.0).rgb;
float pNormalMult = 0.03;
vec3 puddleNormal = vec3((pNormalNoise1.xy + pNormalNoise2.xy - vec2(1.0)) * pNormalMult, 1.0);
puddleNormal = clamp(normalize(puddleNormal * tbnMatrix), vec3(-1.0), vec3(1.0));
#if RAIN_PUDDLES == 1 || RAIN_PUDDLES == 3
vec2 puddlePosForm = puddlePosNormal * 0.05;
float pFormNoise = texture2DLod(noisetex, puddlePosForm, 0.0).b * 3.0;
pFormNoise += texture2DLod(noisetex, puddlePosForm * 0.5, 0.0).b * 5.0;
pFormNoise += texture2DLod(noisetex, puddlePosForm * 0.25, 0.0).b * 8.0;
pFormNoise *= sqrt1(wetnessM) * 0.5625 + 0.4375;
pFormNoise = clamp(pFormNoise - 7.0, 0.0, 1.0);
#else
float pFormNoise = wetnessM;
#endif
puddleMixer *= pFormNoise;
float puddleSmoothnessG = 0.7 - rainFactor * 0.3;
float puddleHighlight = (1.5 - subsurfaceMode * 0.6 * invNoonFactor);
smoothnessG = mix(smoothnessG, puddleSmoothnessG, puddleMixer);
highlightMult = mix(highlightMult, puddleHighlight, puddleMixer);
smoothnessD = mix(smoothnessD, 1.0, sqrt1(puddleMixer));
normalM = mix(normalM, puddleNormal, puddleMixer * rainFactor);
}
#endif
#if SHOW_LIGHT_LEVEL > 0
#include "/lib/misc/showLightLevels.glsl"
#endif
#ifdef SS_BLOCKLIGHT
float lmCoordXModified = lmCoord.x;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
lmCoordXModified = lmCoord.x == 1.0 && blockLightEmission < 0.5 ? 0.0 : lmCoord.x;
#endif
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoordXModified);
#endif
emission *= EMISSION_MULTIPLIER;
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither,
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
centerShadowBias, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
enderDragonDead);
#ifdef SS_BLOCKLIGHT
vec3 lightAlbedo = normalize(color.rgb) * min1(emission);
#ifdef COLORED_CANDLE_LIGHT
if (mat >= 10900 && mat <= 10922) { // Candles:Lit
lightAlbedo = normalize(color.rgb) * lmCoord.x;
}
#endif
#endif
#ifdef DISTANT_HORIZONS
if (getDHFadeFactor(playerPos) < dither) {
discard;
}
#endif
#ifdef IPBR
color.rgb += maRecolor;
#endif
float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, mat);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
skyLightFactor *= 0.5;
if (chunkFade < 1.0) skyLightFactor = 1.0 - chunkFade * 0.5;
#endif
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE != 0
/* DRAWBUFFERS:064 */
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
#ifdef SS_BLOCKLIGHT
/* DRAWBUFFERS:0649 */
gl_FragData[3] = vec4(lightAlbedo, 0.0);
#endif
#elif defined SS_BLOCKLIGHT
/* DRAWBUFFERS:069 */
gl_FragData[2] = vec4(lightAlbedo, 0.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out int mat;
flat out int blockLightEmission;
out vec2 texCoord;
#ifdef GBUFFERS_COLORWHEEL
vec2 lmCoord;
#else
out vec2 lmCoord;
#endif
out vec2 signMidCoordPos;
flat out vec2 absMidCoordPos;
flat out vec2 midCoord;
out vec3 blockUV;
out vec3 atMidBlock;
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// flat out ivec2 pixelTexSize;
// #endif
flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 normal;
out vec3 vertexPos;
out vec4 glColorRaw;
#if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR
flat out vec3 binormal, tangent;
#endif
#ifdef POM
out vec3 viewVector;
out vec4 vTexCoordAM;
#endif
#if ANISOTROPIC_FILTER > 0
out vec4 spriteBounds;
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
flat out float chunkFade;
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
attribute vec4 at_midBlock;
#if RAIN_PUDDLES >= 1 || defined GENERATED_NORMALS || defined CUSTOM_PBR
attribute vec4 at_tangent;
#endif
//Common Variables//
vec4 glColor = vec4(1.0);
//Common Functions//
//Includes//
#ifdef TAA
#include "/lib/antialiasing/jitter.glsl"
#endif
#if defined WAVING_ANYTHING_TERRAIN || defined INTERACTIVE_FOLIAGE || defined WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
float infnorm(vec3 x) {return max(max(abs(x.x), abs(x.y)), abs(x.z));} // Thanks to gri for general non axis aligned normal detection
float isCross(vec3 x) {return length(abs(normalize(x).xz) - vec2(sqrt(0.5)));}
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.1, vec3(100.0))));
#endif
lmCoord = GetLightMapCoordinates();
blockUV = 0.5 - at_midBlock.xyz / 64.0;
atMidBlock = at_midBlock.xyz;
glColorRaw = gl_Color;
if (glColorRaw.a < 0.1) glColorRaw.a = 1.0;
glColor = glColorRaw;
normal = normalize(gl_NormalMatrix * gl_Normal);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
northVec = normalize(gbufferModelView[2].xyz);
sunVec = GetSunVector();
midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
signMidCoordPos = sign(texMinMidCoord);
absMidCoordPos = abs(texMinMidCoord);
// #if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
// pixelTexSize = ivec2(absMidCoordPos * 2.0 * atlasSize);
// #endif
mat = int(mc_Entity.x + 0.5);
#ifndef GBUFFERS_COLORWHEEL
if ((mat == 10132 || mat == 10133)){ // Improve Patrix Resource pack extra grass block model
if (isCross(gl_Normal) < 0.5) mat = 10005; // First detect cross models
else if (infnorm(gl_Normal) < 0.99) mat = 10031; // Then detect extruding faces, but ONLY if it's not already detected as cross
}
#endif
#if ANISOTROPIC_FILTER > 0
if (mc_Entity.y > 0.5 && dot(normal, upVec) < 0.999) absMidCoordPos = vec2(0.0); // Fix257062
#endif
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
vertexPos = position.xyz;
blockLightEmission = 0;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
blockLightEmission = clamp(int(at_midBlock.w + 0.5), 0, 15);
#endif
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVING_ANYTHING_TERRAIN || defined WAVE_EVERYTHING || defined INTERACTIVE_FOLIAGE
#ifdef MIRROR_DIMENSION
doMirrorDimension(position);
#endif
#ifdef WORLD_CURVATURE
position.y += doWorldCurvature(position.xz);
#endif
#ifdef WAVING_ANYTHING_TERRAIN
DoWave(position.xyz, mat);
#endif
#ifdef INTERACTIVE_FOLIAGE
if (mat == 10003 || mat == 10005 || mat == 10015 || mat == 10021 || mat == 10029 || mat == 10023 || mat == 10629 || mat == 10632 || mat == 10025 || mat == 10027 || mat == 10923 || mat == 10972) {
vec3 playerPosM = position.xyz + relativeEyePosition;
DoInteractiveWave(playerPosM, mat);
position.xyz = playerPosM - relativeEyePosition;
}
#endif
#ifdef WAVE_EVERYTHING
DoWaveEverything(position.xyz);
#endif
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#ifdef FLICKERING_FIX
if (mat == 10257) gl_Position.z -= 0.00001; // Iron Bars
#endif
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
#if RAIN_PUDDLES >= 1 || 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 ANISOTROPIC_FILTER > 0
vec2 spriteRadius = abs(texCoord - mc_midTexCoord.xy);
vec2 bottomLeft = mc_midTexCoord.xy - spriteRadius;
vec2 topRight = mc_midTexCoord.xy + spriteRadius;
spriteBounds = vec4(bottomLeft, topRight);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
chunkFade = mc_chunkFade;
#endif
}
#endif