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