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2026-05-01 13:07:13 +02:00
//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/wavingBlocks.glsl"
#include "/lib/shaderSettings/shadowMainLighting.glsl"
#define SHADOW_SATURATION 1.0 //[0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#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;
in vec2 texCoord;
flat in vec3 sunVec, upVec;
in vec4 position;
flat in vec4 glColor;
#ifdef CONNECTED_GLASS_EFFECT
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
#endif
//Pipeline Constants//
//Common Variables//
float SdotU = dot(sunVec, upVec);
float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
//Common Functions//
void DoNaturalShadowCalculation(inout vec4 color1, inout vec4 color2) {
color1.rgb *= glColor.rgb;
color1.rgb = mix(vec3(1.0), color1.rgb, pow(color1.a, (1.0 - color1.a) * 0.5) * 1.05);
color1.rgb *= 1.0 - pow(color1.a, 64.0);
color1.rgb *= 0.1; // 423HDSS: Shadow color strength is stored 10 times lower to allow for water shadows going above 1.0
color2.rgb = normalize(color1.rgb) * 0.5;
}
//Includes//
#ifdef CONNECTED_GLASS_EFFECT
#include "/lib/materials/materialMethods/connectedGlass.glsl"
#endif
//Program//
void main() {
vec4 color1 = texture2DLod(tex, texCoord, 0); // Shadow Color
#ifdef SHADOW_COLORWHEEL
vec2 lmCoord; // needed as otherwise undeclared in the function below
float ao;
vec4 overlayColor;
clrwl_computeFragment(color1, color1, lmCoord, ao, overlayColor);
#endif
#if SHADOW_QUALITY >= 1
vec4 color2 = color1; // Light Shaft Color
color2.rgb *= 0.25; // Natural Strength
#if defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
float positionYM = position.y;
#endif
if (mat < 32008) {
if (mat < 32000) {
#if defined CONNECTED_GLASS_EFFECT || defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
if (mat == 30008 || mat >= 31000) { // Tinted Glass || Stained Glass, Stained Glass Pane
#ifdef CONNECTED_GLASS_EFFECT
DoSimpleConnectedGlass(color1);
#endif
#if defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
positionYM = 0.0; // 86AHGA: For scene-aware light shafts to be less prone to get extreme under large glass planes
#endif
}
#endif
DoNaturalShadowCalculation(color1, color2);
} else {
if (mat == 32000) { // Water
vec3 worldPos = position.xyz + cameraPosition;
#if defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
// For scene-aware light shafts to be more prone to get extreme near water
positionYM += 3.5;
#endif
// Water Caustics
#if WATER_CAUSTIC_STYLE < 3
#if MC_VERSION >= 11300
float wcl = pow2(GetLuminance(color1.rgb));
color1.rgb = color1.rgb * wcl * 1.2;
color1.rgb *= mix(1.0, WATER_CAUSTIC_STRENGTH, wcl);
#else
color1.rgb = mix(color1.rgb, vec3(GetLuminance(color1.rgb)), 0.88);
color1.rgb = pow2(color1.rgb) * vec3(2.5, 3.0, 3.0) * 0.96;
#endif
#else
#define WATER_SPEED_MULT_M WATER_SPEED_MULT * 0.035
vec2 causticWind = vec2(0.0, frameTimeCounter * WATER_SPEED_MULT_M);
vec2 cPos1 = worldPos.xz * 0.08 + causticWind;
vec2 cPos2 = worldPos.xz * 0.06 - causticWind;
float cMult = 14.0;
float offset = 0.001;
float caustic = 0.0;
caustic += dot(texture2D(gaux4, cPos1 + vec2(offset, 0.0)).rg, vec2(cMult))
- dot(texture2D(gaux4, cPos1 - vec2(offset, 0.0)).rg, vec2(cMult));
caustic += dot(texture2D(gaux4, cPos2 + vec2(0.0, offset)).rg, vec2(cMult))
- dot(texture2D(gaux4, cPos2 - vec2(0.0, offset)).rg, vec2(cMult));
color1.rgb = vec3(max0(min1(caustic * 0.8 + 0.35)) * 0.65 + 0.35);
#if MC_VERSION < 11300
color1.rgb *= vec3(0.3, 0.45, 0.9);
#endif
color1.rgb *= mix(1.0, WATER_CAUSTIC_STRENGTH, caustic);
#endif
#if MC_VERSION >= 11300
#if WATERCOLOR_MODE >= 2
color1.rgb *= glColor.rgb;
#else
color1.rgb *= vec3(0.3, 0.45, 0.9);
#endif
#endif
color1.rgb *= vec3(0.6, 0.8, 1.1);
color1.rgb = pow(color1.rgb, vec3(0.75)) * 0.5;
////
// Underwater Light Shafts
vec3 worldPosM = worldPos;
#if WATER_FOG_MULT > 100
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
worldPosM *= WATER_FOG_MULT_M;
#endif
vec2 waterWind = vec2(syncedTime * 0.01, 0.0);
float waterNoise = texture2DLod(noisetex, worldPosM.xz * 0.012 - waterWind, 0.0).g;
waterNoise += texture2DLod(noisetex, worldPosM.xz * 0.05 + waterWind, 0.0).g;
float factor = max(2.5 - 0.025 * length(position.xz), 0.8333) * 1.3;
waterNoise = pow(waterNoise * 0.5, factor) * factor * 1.3;
#if MC_VERSION >= 11300 && WATERCOLOR_MODE >= 2
color2.rgb = normalize(sqrt1(glColor.rgb)) * vec3(0.24, 0.22, 0.26);
#else
color2.rgb = vec3(0.08, 0.12, 0.195);
#endif
color2.rgb *= waterNoise * (1.0 + sunVisibility - rainFactor);
////
#ifdef UNDERWATERCOLOR_CHANGED
color1.rgb *= vec3(UNDERWATERCOLOR_RM, UNDERWATERCOLOR_GM, UNDERWATERCOLOR_BM);
color2.rgb *= vec3(UNDERWATERCOLOR_RM, UNDERWATERCOLOR_GM, UNDERWATERCOLOR_BM);
#endif
} else /*if (mat == 32004)*/ { // Ice
color1.rgb *= color1.rgb;
color1.rgb *= color1.rgb;
color1.rgb = mix(vec3(1.0), color1.rgb, pow(color1.a, (1.0 - color1.a) * 0.5) * 1.05);
color1.rgb *= 1.0 - pow(color1.a, 64.0);
color1.rgb *= 0.14; // 423HDSS
color2.rgb = normalize(pow(color1.rgb, vec3(0.25))) * 0.5;
}
}
} else {
if (mat < 32020) { // Glass, Glass Pane, Beacon (32008, 32012, 32016)
#ifdef CONNECTED_GLASS_EFFECT
if (mat == 32008) { // Glass
DoSimpleConnectedGlass(color1);
}
if (mat == 32012) { // Glass Pane
DoSimpleConnectedGlass(color1);
}
#endif
if (color1.a > 0.5) color1 = vec4(0.0, 0.0, 0.0, 1.0);
else color1 = vec4(vec3(0.1 * (1.0 - GLASS_OPACITY)), color1.a); // 423HDSS
color2.rgb = vec3(0.3);
#if defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
positionYM = 0.0; // 86AHGA
#endif
} else {
DoNaturalShadowCalculation(color1, color2);
}
}
#endif
#ifdef RAIN_ATMOSPHERE
if (entityId == 50004) discard; //remove lightning shadows
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = vec4(saturateColors(color1.rgb, SHADOW_SATURATION), color1.a); // Shadow Color
#if SHADOW_QUALITY >= 1
#if defined LIGHTSHAFTS_ACTIVE && LIGHTSHAFT_BEHAVIOUR == 1 && defined OVERWORLD
color2.a = 0.25 + max0(positionYM * 0.05); // consistencyMEJHRI7DG
#endif
/* DRAWBUFFERS:01 */
gl_FragData[1] = vec4(saturateColors(color2.rgb, pow(SHADOW_SATURATION, 0.8)), color2.a); // Light Shaft Color
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
flat out int mat;
out vec2 texCoord;
flat out vec3 sunVec, upVec;
out vec4 position;
flat out vec4 glColor;
#ifdef CONNECTED_GLASS_EFFECT
out vec2 signMidCoordPos;
flat out vec2 absMidCoordPos;
#endif
//Pipeline Constants//
#if COLORED_LIGHTING_INTERNAL > 0 || END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0 || defined END_PORTAL_BEAM_INTERNAL
#extension GL_ARB_shader_image_load_store : enable
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
attribute vec4 at_midBlock;
//Common Variables//
vec2 lmCoord;
#if COLORED_LIGHTING_INTERNAL > 0
writeonly uniform uimage3D voxel_img;
#ifdef PUDDLE_VOXELIZATION
writeonly uniform uimage2D puddle_img;
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
writeonly uniform uimage3D wsr_img;
#endif
#ifdef ACT_GROUND_LEAVES_FIX
writeonly uniform uimage3D leaves_img;
#endif
#endif
//Common Functions//
//Includes//
#include "/lib/util/spaceConversion.glsl"
#if defined WAVING_ANYTHING_TERRAIN || defined WAVE_EVERYTHING || defined WAVING_WATER_VERTEX
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
#if COLORED_LIGHTING_INTERNAL > 0
#include "/lib/voxelization/lightVoxelization.glsl"
#ifdef PUDDLE_VOXELIZATION
#include "/lib/voxelization/puddleVoxelization.glsl"
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
#include "/lib/voxelization/reflectionVoxelization.glsl"
#endif
#ifdef ACT_GROUND_LEAVES_FIX
#include "/lib/voxelization/leavesVoxelization.glsl"
#endif
#endif
#if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0 || defined END_PORTAL_BEAM_INTERNAL
#include "/lib/voxelization/endCrystalVoxelization.glsl"
#endif
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
lmCoord = GetLightMapCoordinates();
glColor = gl_Color;
sunVec = GetSunVector();
upVec = normalize(gbufferModelView[1].xyz);
mat = int(mc_Entity.x + 0.5);
#if defined WORLD_CURVATURE || defined MIRROR_DIMENSION
position = shadowModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
#else
position = shadowModelViewInverse * shadowProjectionInverse * ftransform();
#endif
#ifdef WORLD_CURVATURE
position.y += doWorldCurvature(position.xz);
#endif
#ifdef MIRROR_DIMENSION
doMirrorDimension(position);
#endif
#if defined WAVING_ANYTHING_TERRAIN || defined WAVING_WATER_VERTEX || defined WAVE_EVERYTHING
DoWave(position.xyz, mat);
#ifdef WAVE_EVERYTHING
DoWaveEverything(position.xyz);
#endif
#endif
#ifdef CONNECTED_GLASS_EFFECT
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
signMidCoordPos = sign(texMinMidCoord);
absMidCoordPos = abs(texMinMidCoord);
#endif
#ifdef PERPENDICULAR_TWEAKS
if (mat == 10003 || mat == 10005 || mat == 10015 || mat == 10017 || mat == 10019 || mat == 10029 || mat == 10039) { // Foliage
#ifndef CONNECTED_GLASS_EFFECT
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
#endif
if (texMinMidCoord.y < 0.0) {
vec3 normal = gl_NormalMatrix * gl_Normal;
position.xyz += normal * 0.35;
}
}
#endif
if (mat == 32000) { // Water
position.y += 0.015 * max0(length(position.xyz) - 50.0);
}
vec3 normal = mat3(shadowModelViewInverse) * gl_NormalMatrix * gl_Normal;
#if COLORED_LIGHTING_INTERNAL > 0
if (gl_VertexID % 4 == 0) {
UpdateVoxelMap(mat);
#ifdef PUDDLE_VOXELIZATION
UpdatePuddleVoxelMap(mat);
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
vec3 normal = mat3(shadowModelViewInverse) * gl_NormalMatrix * gl_Normal;
UpdateSceneVoxelMap(mat, normal, position.xyz);
#endif
}
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && WORLD_SPACE_PLAYER_REF == 1
UpdatePlayerVertexList(position.xyz);
#endif
#ifdef ACT_GROUND_LEAVES_FIX
UpdateLeavesVoxelMap(mat);
#endif
#endif
#ifdef END_PORTAL_BEAM_INTERNAL
if (mat == 10556 && normal.y > 0.99 && length(position.xyz) < 32) SetEndPortalLoc(position.xyz);
#endif
#if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
if (entityId == 50000 && abs(normal.y) > 0.5 && abs(normal.y) < 0.8) { // End Crystal
UpdateEndCrystalMap(position.xyz);
}
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
if (entityId == 50200) { // end crystal beam
UpdateBeamMap(position.xyz);
}
#endif
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1 || DRAGON_DEATH_EFFECT_INTERNAL > 0
if (entityId == 50204) { // ender dragon
UpdateDragonPos(position.xyz);
}
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && WORLD_SPACE_PLAYER_REF == 1
UpdatePlayerVertexList(position.xyz);
#endif
#endif
gl_Position = shadowProjection * shadowModelView * position;
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
#if MC_VERSION >= 12100
#define VALUE == 1.0
#else
#define VALUE < 0.5
#endif
if (entityId == 0 && gl_Color.a VALUE && renderStage == MC_RENDER_STAGE_ENTITIES && abs(normal.y) > 0.999 && abs(normal.y) < 1.0) {
gl_Position = vec4(0);
#ifndef IRIS_TAG_SUPPORT
SetEndDragonDeath();
#endif
}
#endif
float lVertexPos = sqrt(gl_Position.x * gl_Position.x + gl_Position.y * gl_Position.y);
float distortFactor = lVertexPos * shadowMapBias + (1.0 - shadowMapBias);
gl_Position.xy *= 1.0 / distortFactor;
gl_Position.z = gl_Position.z * 0.2;
}
#endif