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

237 lines
7.9 KiB
GLSL

/*----------------------------------------------------------------------------------------------
_____ _____
( ___ ) ( ___ )
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| |
| | ██╗ ██╗███╗ ██╗██╗███████╗ ██████╗ ██████╗ ███╗ ███╗███████╗ | |
| | ██║ ██║████╗ ██║██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔════╝ | |
| | ██║ ██║██╔██╗ ██║██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████╗ | |
| | ██║ ██║██║╚██╗██║██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║╚════██║ | |
| | ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║ | |
| | ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ | |
|___|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|___|
(_____) (thanks to isuewo and SpacEagle17) (_____)
---------------------------------------------------------------------------------------------*/
uniform bool isRightHanded = true;
uniform bool heavyFog = false;
uniform bool firstPersonCamera = true;
uniform bool is_invisible = false;
uniform int renderStage;
uniform int blockEntityId;
uniform int currentRenderedItemId;
uniform int entityId;
uniform int frameCounter;
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
uniform int heldItemId;
uniform int heldItemId2;
uniform int isEyeInWater;
uniform int moonPhase;
uniform int worldTime;
uniform int worldDay;
#if MC_VERSION > 11800 && defined OVERWORLD
uniform int bedrockLevel = -64;
#else
uniform int bedrockLevel = 0;
#endif
uniform int hideGUI;
uniform float aspectRatio;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
uniform float maxBlindnessDarkness;
uniform float eyeAltitude;
uniform float frameTime;
#ifdef FROZEN_TIME
float frameTimeCounter = 10;
#else
uniform float frameTimeCounter;
#endif
uniform float far;
uniform float near;
uniform float nightVision;
uniform float rainStrength;
uniform float screenBrightness;
uniform float viewHeight;
uniform float viewWidth;
uniform float wetness;
uniform float sunAngle;
uniform float playerMood;
uniform float cloudHeight = 192.0;
uniform float currentPlayerArmor = 0.0;
uniform ivec2 atlasSize;
uniform ivec2 eyeBrightness;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform vec3 fogColor;
uniform vec3 previousCameraPosition;
uniform vec3 skyColor;
uniform vec3 eyePosition;
uniform vec3 relativeEyePosition;
uniform vec4 entityColor;
uniform vec4 lightningBoltPosition = vec4(0);
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferPreviousProjection;
uniform mat4 shadowModelView;
uniform mat4 shadowModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowProjectionInverse;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
#ifdef SS_BLOCKLIGHT
uniform sampler2D colortex9;
uniform sampler2D colortex10;
#endif
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D gaux2;
uniform sampler2D gaux4;
uniform sampler2D normals;
uniform sampler2D noisetex;
uniform sampler2D specular;
uniform sampler2D tex;
#if (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009) && defined FINAL
uniform sampler2D epWatermark;
#endif
uniform ivec3 cameraPositionInt;
uniform ivec3 previousCameraPositionInt;
uniform vec3 cameraPositionFract;
uniform vec3 previousCameraPositionFract;
#ifdef IS_IRIS
#if MC_VERSION >= 12109
uniform float endFlashIntensity;
uniform vec3 endFlashPosition;
#endif
#endif
#if SHADOW_QUALITY > -1 || defined LIGHTSHAFTS_ACTIVE || defined FF_BLOCKLIGHT
uniform sampler2D shadowcolor0;
uniform sampler2D shadowcolor1;
uniform sampler2DShadow shadowtex1;
#ifdef COMPOSITE1
uniform sampler2D shadowtex0;
#else
uniform sampler2DShadow shadowtex0;
#endif
#endif
#ifdef DISTANT_HORIZONS
uniform int dhRenderDistance;
uniform mat4 dhProjection;
uniform mat4 dhProjectionInverse;
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
uniform float dhNearPlane;
uniform float dhFarPlane;
#endif
#if !defined DH_TERRAIN && !defined DH_WATER
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
#else
mat4 gbufferProjection = dhProjection;
mat4 gbufferProjectionInverse = dhProjectionInverse;
#endif
#if COLORED_LIGHTING_INTERNAL > 0 || defined END_PORTAL_BEAM_INTERNAL
uniform usampler3D voxel_sampler;
uniform sampler3D floodfill_sampler;
uniform sampler3D floodfill_sampler_copy;
#endif
#ifdef PUDDLE_VOXELIZATION
uniform usampler2D puddle_sampler;
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
uniform sampler2D textureAtlas;
uniform usampler3D wsr_sampler;
#if WORLD_SPACE_PLAYER_REF == 1
uniform sampler2D playerAtlas_sampler;
#endif
#ifdef CLOUD_SHADOWS
uniform sampler2D cloudWaterTex;
#endif
#endif
#ifdef ACT_GROUND_LEAVES_FIX
uniform usampler3D leaves_sampler;
#endif
/*-----------------------------------------------------------------------------
___ _ _ ___ _____ ___ __ __ _ _ _ _ ___ ___ ___ ___ __ __ ___
/ __| | | / __|_ _/ _ \| \/ | | | | | \| |_ _| __/ _ \| _ \ \/ / __|
| (__| |_| \__ \ | || (_) | |\/| | | |_| | .` || || _| (_) | / |\/| \__ \
\___|\___/|___/ |_| \___/|_| |_| \___/|_|\_|___|_| \___/|_|_\_| |_|___/
-----------------------------------------------------------------------------*/
uniform bool isOnGround = true;
uniform float framemod2;
uniform float framemod4;
uniform float framemod8;
uniform float framemod600;
uniform float isEyeInCave;
uniform float inDry;
uniform float inRainy;
uniform float inSnowy;
uniform float starter;
uniform float frameTimeSmooth;
uniform float eyeBrightnessM;
uniform float eyeBrightnessM2;
uniform float rainFactorUniform;
uniform float inBasaltDeltas = 0.0;
uniform float inCrimsonForest = 0.0;
uniform float inNetherWastes = 1.0;
uniform float inSoulValley = 0.0;
uniform float inWarpedForest = 0.0;
uniform float inPaleGarden = 0.0;
uniform float isSneaking = 1.0;
uniform float isSprinting = 0.0;
uniform float inLushCave = 0.0;
uniform float inSand = 0.0;
uniform float inRedSand;
uniform float lightningFlashOptifine;
uniform float inForest;
uniform float shaderStart;
uniform float shaderStartSmooth;
uniform float inVanillaEnd = 1.0;
uniform float isShockwave = 1.0;
uniform float eyeBrightnessXM;
uniform float eyeBrightnessXM2;
uniform float waterAltitude = 61.9;
uniform float inJungle = 0.0;
uniform float thunderFactor = 0.0;
uniform vec2 viewSize;
uniform vec2 texelSize;