////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.glsl" #include "/lib/shaderSettings/composite5.glsl" #include "/lib/shaderSettings/blueScreen.glsl" #include "/lib/shaderSettings/bloom.glsl" //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FRAGMENT_SHADER noperspective in vec2 texCoord; #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD flat in vec3 upVec, sunVec; #endif //Pipeline Constants// //Common Variables// float pw = 1.0 / viewWidth; float ph = 1.0 / viewHeight; vec2 view = vec2(viewWidth, viewHeight); #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD 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; #endif //Common Functions// #include "/lib/colors/tonemaps.glsl" void DoBSLColorSaturation(inout vec3 color) { float saturationFactor = T_SATURATION + 0.07; float grayVibrance = (color.r + color.g + color.b) / 3.0; float graySaturation = grayVibrance; if (saturationFactor < 1.00) graySaturation = dot(color, vec3(0.299, 0.587, 0.114)); float mn = min(color.r, min(color.g, color.b)); float mx = max(color.r, max(color.g, color.b)); float sat = (1.0 - (mx - mn)) * (1.0 - mx) * grayVibrance * 5.0; vec3 lightness = vec3((mn + mx) * 0.5); color = mix(color, mix(color, lightness, 1.0 - T_VIBRANCE), sat); color = mix(color, lightness, (1.0 - lightness) * (2.0 - T_VIBRANCE) / 2.0 * abs(T_VIBRANCE - 1.0)); color = color * saturationFactor - graySaturation * (saturationFactor - 1.0); } #if BLOOM_ENABLED == 1 vec2 rescale = max(vec2(viewWidth, viewHeight) / vec2(1920.0, 1080.0), vec2(1.0)); vec3 GetBloomTile(float lod, vec2 coord, vec2 offset) { float scale = exp2(lod); vec2 bloomCoord = coord / scale + offset; bloomCoord = clamp(bloomCoord, offset, 1.0 / scale + offset); vec3 bloom = texture2D(colortex3, bloomCoord / rescale).rgb; bloom *= bloom; bloom *= bloom; return bloom * 128.0; } void DoBloom(inout vec3 color, vec2 coord, float dither, float lViewPos) { vec3 blur1 = GetBloomTile(2.0, coord, vec2(0.0 , 0.0 )); vec3 blur2 = GetBloomTile(3.0, coord, vec2(0.0 , 0.26 )); vec3 blur3 = GetBloomTile(4.0, coord, vec2(0.135 , 0.26 )); vec3 blur4 = GetBloomTile(5.0, coord, vec2(0.2075 , 0.26 )); vec3 blur5 = GetBloomTile(6.0, coord, vec2(0.135 , 0.3325)); vec3 blur6 = GetBloomTile(7.0, coord, vec2(0.160625 , 0.3325)); vec3 blur7 = GetBloomTile(8.0, coord, vec2(0.1784375, 0.3325)); vec3 blur = (blur1 + blur2 + blur3 + blur4 + blur5 + blur6 + blur7) * 0.14; float bloomStrength = BLOOM_STRENGTH + 0.2 * darknessFactor; #if defined BLOOM_FOG && defined NETHER && defined BORDER_FOG float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG float netherBloom = lViewPos / clamp(farM, 96.0, 256.0); netherBloom *= netherBloom; netherBloom *= netherBloom; netherBloom = 1.0 - exp(-8.0 * netherBloom); netherBloom *= 1.0 - maxBlindnessDarkness; bloomStrength = mix(bloomStrength * 0.7, bloomStrength * 1.8, netherBloom); #endif color = mix(color, blur, bloomStrength); //color += blur * bloomStrength * (ditherFactor.x + ditherFactor.y); } #endif #include "/lib/util/colorConversion.glsl" // #if COLORED_LIGHTING_INTERNAL > 0 // #include "/lib/voxelization/lightVoxelization.glsl" // #endif // http://www.diva-portal.org/smash/get/diva2:24136/FULLTEXT01.pdf // The MIT License // Copyright © 2024 Benjamin Stott "sixthsurge" // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. vec3 purkinjeShift(vec3 rgb, vec4 texture6, vec3 playerPos, float lViewPos, float purkinjeOverwrite, float z0, float fogValue) { float interiorFactorM = 0; #ifdef NETHER float nightDesaturationIntensity = NIGHT_DESATURATION_NETHER; float renderdistanceFade = PURKINJE_RENDER_DISTANCE_FADE_NETHER; interiorFactorM = 1.0; #elif defined END float nightDesaturationIntensity = NIGHT_DESATURATION_END; nightFactor = 1.0; float renderdistanceFade = 0.1; interiorFactorM = -10000.0; #else float renderdistanceFade = PURKINJE_RENDER_DISTANCE_FADE; #ifdef MOON_PHASE_INF_PURKINJE float nightDesaturationIntensity = moonPhase == 0 ? MOON_PHASE_FULL_PURKINJE : moonPhase != 4 ? MOON_PHASE_PARTIAL_PURKINJE : MOON_PHASE_DARK_PURKINJE; #else float nightDesaturationIntensity = NIGHT_DESATURATION_OW; #endif #endif float lightFogFactor = smoothstep(-0.5, 1.0, fogValue); float renderDistanceFade = mix(0, lViewPos * 2.5 / far, renderdistanceFade * (1.0 - lightFogFactor)); if (isEyeInWater == 1) renderDistanceFade = lViewPos * 7.0 / far; float nightCaveDesaturation = NIGHT_CAVE_DESATURATION * 0.1; float skyLightFactor = texture6.b; #ifdef IRIS_FEATURE_FADE_VARIABLE if (skyLightFactor > 0.50001) skyLightFactor = eyeBrightnessM; else skyLightFactor *= 1.9999; #endif float interiorFactor = isEyeInWater == 1 ? 0.0 : pow2(1.0 - skyLightFactor * (1.0 - lightFogFactor)); interiorFactor = mix(interiorFactor, interiorFactorM, renderDistanceFade); interiorFactor -= sqrt2(eyeBrightnessM) * 0.66; interiorFactor = smoothstep(0.0, 1.0, clamp01(interiorFactor)); // interiorFactor = 0.0; // return vec3(interiorFactor); float lightSourceFactor = 1.0; #ifdef NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS lightSourceFactor = pow3(1.0 - texture6.a * (1.0 - lightFogFactor)); lightSourceFactor += renderDistanceFade; lightSourceFactor = clamp01(lightSourceFactor); #endif float heldLight = 1.0; #ifdef NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND heldLight = max(heldBlockLightValue, heldBlockLightValue2); if (heldItemId == 45032 || heldItemId2 == 45032) heldLight = 15; // Lava Bucket if (heldLight > 0){ heldLight = clamp(heldLight, 0.0, 15.0); heldLight = sqrt2(heldLight / 15.0) * -1.0 + 1.0; // Normalize and invert heldLight = mix(heldLight, 1.0, clamp01(lViewPos * 15 / far)); // Only do it around the player } else { heldLight = 1.0; } #endif float nightVisionFactor = 1.0; #ifdef NIGHT_DESATURATION_REMOVE_NIGHT_VISION nightVisionFactor = nightVision * -1.0 + 1.0; #endif float purkinjeIntensity = 0.004 * purkinjeOverwrite * nightDesaturationIntensity; purkinjeIntensity = purkinjeIntensity * fuzzyOr(interiorFactor, sqrt3(nightFactor - 0.1)); // No purkinje shift in daylight purkinjeIntensity *= lightSourceFactor; // Reduce purkinje intensity in blocklight purkinjeIntensity *= (1.0 - lightFogFactor); purkinjeIntensity *= clamp01(nightCaveDesaturation + (1.0 - nightCaveDesaturation) * pow3(1.0 - interiorFactor)); // Reduce purkinje intensity underground purkinjeIntensity *= clamp01(heldLight); // Reduce purkinje intensity when holding light sources purkinjeIntensity *= nightVisionFactor * (1.0 - isLightningActive()); // Reduce purkinje intensity when using night vision or during lightning purkinjeIntensity = clamp(purkinjeIntensity, 0.01, 1.0); // prevent it going to 0 to avoid NaNs if (nightDesaturationIntensity < 300) { float blueDominance = rgb.b / max(max(rgb.r, rgb.g), 0.01); float blueReduction = smoothstep(0.9, 2.3, blueDominance); // Create a darker tint for blue colors vec3 purkinjeTint = vec3(0.5, 0.7, 1.0); purkinjeTint *= mix(vec3(1.0), vec3(0.6, 0.7, 0.65), blueReduction * 0.7); purkinjeTint *= rec709ToRec2020; const vec3 rodResponse = vec3(7.15e-5, 4.81e-1, 3.28e-1) * rec709ToRec2020; vec3 xyz = rgb * rec2020ToXyz; vec3 scotopicLuminance = xyz * (1.33 * (1.0 + (xyz.y + xyz.z) / xyz.x) - 0.5); float purkinje = dot(rodResponse, scotopicLuminance * xyzToRec2020) * 0.45; float purkinjeFactor = exp2(-rcp(purkinjeIntensity) * purkinje) * (1.0 - blueReduction * 0.5); rgb = mix(rgb, purkinje * purkinjeTint, purkinjeFactor); } else { rgb = mix(rgb, vec3(GetLuminance(rgb) * 0.9), clamp01(purkinjeIntensity)); } // return vec3(purkinjeIntensity); return max0(rgb); } //Includes// #ifdef BLOOM_FOG #include "/lib/atmospherics/fog/bloomFog.glsl" #endif #if BLOOM_ENABLED == 1 #include "/lib/util/dither.glsl" #endif #if LENSFLARE_MODE > 0 && defined OVERWORLD #include "/lib/misc/lensFlare.glsl" #endif #include "/lib/util/spaceConversion.glsl" //Program// void main() { vec3 color = texture2D(colortex0, texCoord).rgb; vec4 texture5 = texelFetch(colortex5, texelCoord, 0); #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD || defined NIGHT_DESATURATION float z0 = texture2D(depthtex0, texCoord).r; vec4 screenPos = vec4(texCoord, z0, 1.0); vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0); viewPos /= viewPos.w; float lViewPos = length(viewPos.xyz); vec3 playerPos = ViewToPlayer(viewPos.xyz); #else float lViewPos = 0.0; #endif #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD #if defined DISTANT_HORIZONS && defined NETHER float z0DH = texelFetch(dhDepthTex, texelCoord, 0).r; vec4 screenPosDH = vec4(texCoord, z0DH, 1.0); vec4 viewPosDH = dhProjectionInverse * (screenPosDH * 2.0 - 1.0); viewPosDH /= viewPosDH.w; lViewPos = min(lViewPos, length(viewPosDH.xyz)); #endif #endif float dither = texture2DLod(noisetex, texCoord * view / 128.0, 0.0).b; #ifdef TAA dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0)); #endif #ifdef BLOOM_FOG color /= GetBloomFog(lViewPos); #endif #if BLOOM_ENABLED == 1 DoBloom(color, texCoord, dither, lViewPos); #endif #ifdef COLORGRADING color = pow(color.r, GR_RC) * vec3(GR_RR, GR_RG, GR_RB) + pow(color.g, GR_GC) * vec3(GR_GR, GR_GG, GR_GB) + pow(color.b, GR_BC) * vec3(GR_BR, GR_BG, GR_BB); color *= 0.01; #endif #ifdef TONEMAP_COMPARISON color = texCoord.x < mix(0.5, 0.0, isSneaking) ? tonemap_left(color) : tonemap_right(color); // Thanks to SixthSurge #else color = tonemap(color); #endif color = clamp01(color); #if defined GREEN_SCREEN_LIME || defined BLUE_SCREEN || SELECT_OUTLINE == 4 || defined NIGHT_DESATURATION vec4 texture6 = texelFetch(colortex6, texelCoord, 0); int materialMaskInt = int(texture6.g * 255.1); #endif float purkinjeOverwrite = 1.0; #ifdef GREEN_SCREEN_LIME if (materialMaskInt == 240) { // Green Screen Lime Blocks color = vec3(0.0, 1.0, 0.0); purkinjeOverwrite = 0.0; } #endif #ifdef BLUE_SCREEN if (materialMaskInt == 239) { // Blue Screen Blue Blocks color = vec3(0.0, 0.0, 1.0); purkinjeOverwrite = 0.0; } #endif #if SELECT_OUTLINE == 4 || defined NIGHT_DESATURATION if (materialMaskInt == 252) { // Selection Outline #if SELECT_OUTLINE == 4 // Versatile Selection Outline float colorMF = 1.0 - dot(color, vec3(0.25, 0.45, 0.1)); colorMF = smoothstep1(smoothstep1(smoothstep1(smoothstep1(smoothstep1(colorMF))))); color = mix(color, 3.0 * (color + 0.2) * vec3(colorMF * SELECT_OUTLINE_I), 0.3); #endif purkinjeOverwrite = 0.0; } #endif #if LENSFLARE_MODE > 0 && defined OVERWORLD DoLensFlare(color, viewPos.xyz, dither); #endif DoBSLColorSaturation(color); #ifdef NIGHT_DESATURATION color.rgb = purkinjeShift(color.rgb, texture6, playerPos, lViewPos, purkinjeOverwrite, z0, texture5.r); #endif /* DRAWBUFFERS:35 */ gl_FragData[0] = vec4(color, 1.0); gl_FragData[1] = vec4(vec3(0), texture5.a); } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER noperspective out vec2 texCoord; #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD flat out vec3 upVec, sunVec; #endif //Attributes// //Common Variables// //Common Functions// //Includes// //Program// void main() { gl_Position = ftransform(); texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; #if defined BLOOM_FOG || LENSFLARE_MODE > 0 && defined OVERWORLD upVec = normalize(gbufferModelView[1].xyz); sunVec = GetSunVector(); #endif } #endif