Files
Reimagined/shaderpacks/Reimagined - Low/shaders/program/gbuffers_textured.glsl
T
2026-05-07 21:38:27 +03:00

377 lines
15 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/raindropColor.glsl"
//#define GLOWING_COLORED_PARTICLES
#define SMOKE_PARTICLE_OPACITY 0.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
#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;
flat in vec4 glColor;
//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
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"
#include "/lib/util/dither.glsl"
#if MC_VERSION >= 11500
#include "/lib/atmospherics/fog/mainFog.glsl"
#endif
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
#if defined BIOME_COLORED_NETHER_PORTALS && !defined BORDER_FOG
#include "/lib/colors/skyColors.glsl"
#endif
#ifdef SS_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
//Program//
void main() {
vec4 color = texture2D(tex, texCoord);
vec4 colorP = color;
color *= glColor;
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
vec3 viewPos = ScreenToView(screenPos);
float lViewPos = length(viewPos);
vec3 playerPos = ViewToPlayer(viewPos);
float dither = texture2DLod(noisetex, gl_FragCoord.xy / 128.0, 0.0).b;
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
#ifdef ATM_COLOR_MULTS
atmColorMult = GetAtmColorMult();
#endif
#ifdef VL_CLOUDS_ACTIVE
float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a;
if (cloudLinearDepth > 0.0) // Because Iris changes the pipeline position of opaque particles
if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard;
#endif
float emission = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
vec2 lmCoordM = lmCoord;
vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0);
vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
float purkinjeOverwrite = 0.0;
#if defined IPBR && defined IPBR_PARTICLE_FEATURES
// We don't want to detect particles from the block atlas
#if MC_VERSION >= 12000
float atlasCheck = 1100.0; // I think texture atlas got bigger in newer mc
#else
float atlasCheck = 900.0;
#endif
vec2 tSize = textureSize(tex, 0);
if (tSize.x < atlasCheck) {
if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle
materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection
color.rgb = sqrt3(color.rgb);
color.rgb *= 0.7;
if (dither > 0.4) discard;
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
#ifdef OVERWORLD
} else if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
if (color.a < 0.1 || isEyeInWater == 3) discard;
color.a *= rainTexOpacity;
color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor));
} else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only)
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
if (color.a < 0.1 || isEyeInWater == 3) discard;
color.a *= snowTexOpacity;
color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2);
#endif
} else if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle
#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
emission = 2.0;
} else if (color.r == color.g && color.r - 0.5 * color.b < 0.06) { // Underwater Particle
if (isEyeInWater == 1) {
color.rgb = sqrt2(color.rgb) * 0.35;
if (fract(playerPos.y + cameraPosition.y) > 0.25) discard;
}
} else if (color.a < 0.99 && dot(color.rgb, color.rgb) < 1.0) { // Campfire Smoke
color.a *= SMOKE_PARTICLE_OPACITY;
materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection
} else if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) { // Grayscale Particles
float dotColor = dot(color.rgb, color.rgb);
if (dotColor > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) {
// Ender Particle, Crying Obsidian Particle, Redstone Particle
emission = clamp(color.r * 8.0, 1.6, 5.0);
color.rgb = pow1_5(color.rgb);
lmCoordM = vec2(0.0);
#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
if (color.b > color.r * color.r && color.g < 0.16 && color.r > 0.2) color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0); // Nether Portal
#endif
} else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) {
// Lava Particles
emission = 2.0;
color.b *= 0.5;
color.r *= 1.2;
color.rgb += vec3(min(pow2(pow2(emission * 0.35)), 0.4)) * LAVA_TEMPERATURE * 0.5;
emission *= LAVA_EMISSION;
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0);
#endif
}
}
}
bool noSmoothLighting = false;
#else
#if defined OVERWORLD && defined NO_RAIN_ABOVE_CLOUDS || defined NETHER && (defined BIOME_COLORED_NETHER_PORTALS || defined SOUL_SAND_VALLEY_OVERHAUL_INTERNAL)
if (atlasSize.x < 900.0) {
if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
}
#ifdef OVERWORLD
if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
if (color.a < 0.1 || isEyeInWater == 3) discard;
color.a *= rainTexOpacity;
color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor));
color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B);
} else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only)
#ifdef NO_RAIN_ABOVE_CLOUDS
if (cameraPosition.y > maximumCloudsHeight) discard;
#endif
if (color.a < 0.1 || isEyeInWater == 3) discard;
color.a *= snowTexOpacity;
color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2);
color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B);
}
#endif
if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle
#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
emission = 2.0;
}
if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) {
if (dot(color.rgb, color.rgb) > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) {
#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
vec3 color2 = pow1_5(color.rgb);
if (color2.b > color2.r * color2.r && color2.g < 0.16 && color2.r > 0.2) {
emission = clamp(color2.r * 8.0, 1.6, 5.0);
color.rgb = color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0);
lmCoordM = vec2(0.0);
}
#endif
} else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) {
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0);
#endif
}
}
}
#endif
bool noSmoothLighting = true;
#endif
#ifdef REDUCE_CLOSE_PARTICLES
if (lViewPos - 1.0 < dither) discard;
#endif
#ifdef GLOWING_COLORED_PARTICLES
if (atlasSize.x < 900.0) {
if (dot(glColor.rgb, vec3(1.0)) < 2.99) {
emission = 5.0;
}
}
#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 SS_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
#endif
bool isLightSource = lmCoord.x > 0.99;
DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither,
worldGeoNormal, lmCoordM, noSmoothLighting, false, true,
false, 0, 0.0, 1.0, emission, purkinjeOverwrite, isLightSource,
enderDragonDead);
#if MC_VERSION >= 11500
vec3 nViewPos = normalize(viewPos);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
float sky = 0.0;
float prevAlpha = color.a;
DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
color.a = prevAlpha;
#endif
vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a);
float SSBLMask = 0.0;
#ifdef ENTITIES_ARE_LIGHT
SSBLMask = 1.0;
#endif
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:063 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0, materialMask, 0.0, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
gl_FragData[2] = vec4(1.0 - translucentMult, 1.0);
#ifdef SS_BLOCKLIGHT
/* RENDERTARGETS: 0,6,3,9,10 */
gl_FragData[3] = vec4(0.0, 0.0, 0.0, SSBLMask);
gl_FragData[4] = vec4(0.0, 0.0, 0.0, SSBLMask);
#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;
flat out vec4 glColor;
//Attributes//
#if defined WAVE_EVERYTHING || defined ATLAS_ROTATION
attribute vec4 mc_midTexCoord;
#endif
//Common Variables//
//Common Functions//
//Includes//
#ifdef WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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 MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
#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
#ifdef FLICKERING_FIX
gl_Position.z -= 0.000002;
#endif
}
#endif