351 lines
11 KiB
GLSL
351 lines
11 KiB
GLSL
//////////////////////////////////////////
|
|
// Complementary Shaders by EminGT //
|
|
// With Euphoria Patches by SpacEagle17 //
|
|
//////////////////////////////////////////
|
|
|
|
//Common//
|
|
#include "/lib/common.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 vec3 upVec, sunVec, northVec, eastVec;
|
|
in vec3 normal;
|
|
|
|
in vec4 glColor;
|
|
|
|
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
|
|
in vec2 signMidCoordPos;
|
|
flat in vec2 absMidCoordPos;
|
|
flat in vec2 midCoord;
|
|
#endif
|
|
|
|
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
|
|
flat in vec3 binormal, tangent;
|
|
#endif
|
|
|
|
#ifdef POM
|
|
in vec3 viewVector;
|
|
|
|
in vec4 vTexCoordAM;
|
|
#endif
|
|
|
|
//Pipeline Constants//
|
|
|
|
//Common Variables//
|
|
float NdotU = dot(normal, vec3(0.0, 1.0, 0.0)); // NdotU is different here to improve held map visibility
|
|
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;
|
|
|
|
#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/lighting/mainLighting.glsl"
|
|
|
|
#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
|
|
|
|
//Program//
|
|
void main() {
|
|
skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility));
|
|
vec4 color = texture2D(tex, texCoord);
|
|
float purkinjeOverwrite = 0.0, emission = 0.0;
|
|
|
|
float smoothnessD = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
|
|
vec2 lmCoordM = lmCoord;
|
|
vec3 normalM = normal, shadowMult = vec3(0.5); // Reduced shadowMult for held items to not get too bright
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
vec3 lightAlbedo = vec3(0.0);
|
|
#endif
|
|
|
|
|
|
float alphaCheck = color.a;
|
|
#ifdef DO_PIXELATION_EFFECTS
|
|
// Fixes artifacts on fragment edges with non-nvidia gpus
|
|
alphaCheck = max(fwidth(color.a), alphaCheck);
|
|
#endif
|
|
|
|
if (alphaCheck > 0.001) {
|
|
#if defined GENERATED_NORMALS || PIXEL_WATER == 1
|
|
vec3 colorP = color.rgb;
|
|
#endif
|
|
color *= glColor;
|
|
|
|
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z + 0.38);
|
|
vec3 viewPos = ScreenToView(screenPos);
|
|
vec3 playerPos = ViewToPlayer(viewPos);
|
|
|
|
if (color.a < 0.75) materialMask = 0.0;
|
|
|
|
bool noSmoothLighting = true, noGeneratedNormals = false, noDirectionalShading = false, noVanillaAO = false;
|
|
float smoothnessG = 0.0, highlightMult = 1.0, noiseFactor = 0.6;
|
|
vec3 geoNormal = normalM;
|
|
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
|
|
vec3 maRecolor = vec3(0.0);
|
|
|
|
float overlayNoiseIntensity = 1.0;
|
|
float snowNoiseIntensity = 1.0;
|
|
float sandNoiseIntensity = 1.0;
|
|
float mossNoiseIntensity = 1.0;
|
|
float overlayNoiseEmission = 1.0;
|
|
bool isFoliage = false;
|
|
|
|
#ifdef IPBR
|
|
#if defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008
|
|
#include "/lib/materials/materialHandling/irisIPBR.glsl"
|
|
|
|
if (materialMask != OSIEBCA * 254.0) materialMask += OSIEBCA * 100.0; // Entity Reflection Handling
|
|
#endif
|
|
|
|
#ifdef GENERATED_NORMALS
|
|
if (!noGeneratedNormals) GenerateNormals(normalM, colorP);
|
|
#endif
|
|
|
|
#ifdef COATED_TEXTURES
|
|
CoatTextures(color.rgb, noiseFactor, playerPos, false);
|
|
#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, 0.0);
|
|
#endif
|
|
#endif
|
|
|
|
// Support for modded light sources and blockID set by the user
|
|
#if defined IS_IRIS && !defined MC_OS_MAC
|
|
if (currentRenderedItemId == 0) {
|
|
float screenWidth = viewPos.x;
|
|
float region1End = -0.1; // End of the first 2/5 region
|
|
float region2Start = 0.1; // Start of the last 2/5 region
|
|
int heldBlockLight = 0;
|
|
if (screenWidth <= region1End || screenWidth >= region2Start) {
|
|
heldBlockLight = (viewPos.x > 0.0 ^^ isRightHanded) ? heldBlockLightValue2 : heldBlockLightValue;
|
|
}
|
|
|
|
if (heldBlockLight > 0) {
|
|
bool doesNothing;
|
|
emission = DoAutomaticEmission(noSmoothLighting, doesNothing, color.rgb, 0.0, heldBlockLight, 0.0);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
|
|
#endif
|
|
|
|
emission *= EMISSION_MULTIPLIER;
|
|
|
|
DoLighting(color, shadowMult, playerPos, viewPos, 0.0, geoNormal, normalM, 0.5,
|
|
worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
|
|
false, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, false,
|
|
enderDragonDead);
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
lightAlbedo = normalize(color.rgb) * min1(emission) * float(heldBlockLightValue > 0 || heldBlockLightValue2 > 0 || heldItemId == 45032 || heldItemId2 == 45032);
|
|
#endif
|
|
|
|
#ifdef IPBR
|
|
color.rgb += maRecolor;
|
|
#endif
|
|
}
|
|
|
|
float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
|
|
|
|
float handSSBLMask = 0.0;
|
|
#ifdef ENTITIES_ARE_LIGHT
|
|
handSSBLMask = 0.2 + isSneaking * 0.5;
|
|
#endif
|
|
|
|
#ifdef COLOR_CODED_PROGRAMS
|
|
ColorCodeProgram(color, -1);
|
|
#endif
|
|
|
|
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
|
skyLightFactor *= 0.5;
|
|
#endif
|
|
|
|
float purkinjeData = 1.0;
|
|
#if defined IS_IRIS || defined IS_ANGELICA || MC_VERSION >= 11600
|
|
purkinjeData = lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission);
|
|
#endif
|
|
|
|
/* DRAWBUFFERS:06 */
|
|
gl_FragData[0] = color;
|
|
gl_FragData[1] = vec4(smoothnessD, materialMask, skyLightFactor, purkinjeData);
|
|
|
|
#if BLOCK_REFLECT_QUALITY >= 2 && (RP_MODE >= 2 || defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
|
|
/* DRAWBUFFERS:064 */
|
|
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);
|
|
|
|
#ifdef SS_BLOCKLIGHT
|
|
/* DRAWBUFFERS:0649 */
|
|
gl_FragData[3] = vec4(lightAlbedo, handSSBLMask);
|
|
#endif
|
|
#elif defined SS_BLOCKLIGHT
|
|
/* DRAWBUFFERS:069 */
|
|
gl_FragData[2] = vec4(lightAlbedo, handSSBLMask);
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
|
|
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
|
|
#ifdef VERTEX_SHADER
|
|
|
|
out vec2 texCoord;
|
|
out vec2 lmCoord;
|
|
|
|
flat out vec3 upVec, sunVec, northVec, eastVec;
|
|
out vec3 normal;
|
|
|
|
out vec4 glColor;
|
|
|
|
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA)
|
|
out vec2 signMidCoordPos;
|
|
flat out vec2 absMidCoordPos;
|
|
flat out vec2 midCoord;
|
|
#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 || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
|
|
attribute vec4 mc_midTexCoord;
|
|
#endif
|
|
|
|
#if defined GENERATED_NORMALS || defined CUSTOM_PBR
|
|
attribute vec4 at_tangent;
|
|
#endif
|
|
|
|
attribute vec4 at_midBlock;
|
|
|
|
//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
|
|
|
|
lmCoord = GetLightMapCoordinates();
|
|
|
|
glColor = gl_Color;
|
|
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
|
|
upVec = normalize(gbufferModelView[1].xyz);
|
|
eastVec = normalize(gbufferModelView[0].xyz);
|
|
northVec = normalize(gbufferModelView[2].xyz);
|
|
sunVec = GetSunVector();
|
|
|
|
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008)
|
|
midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
|
|
vec2 texMinMidCoord = texCoord - midCoord;
|
|
signMidCoordPos = sign(texMinMidCoord);
|
|
absMidCoordPos = abs(texMinMidCoord);
|
|
#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 HAND_SWAYING > 0
|
|
#include "/lib/misc/handSway.glsl"
|
|
#endif
|
|
}
|
|
|
|
#endif
|