ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.

This commit is contained in:
Xonk 2023-10-20 20:26:41 -04:00
parent ca39a0a6dd
commit fd0e4c45be
76 changed files with 80 additions and 581 deletions

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@ -8,8 +8,8 @@
# dimension.world-1 = minecraft:the_nether
# dimension.WHATEVER = somemod:whateverdimension
dimension.world0 = minecraft:overworld
dimension.world0 = minecraft:overworld *
dimension.world-1 = minecraft:the_nether
dimension.world1 = minecraft:the_end
dimension.unknown_dimension_fallback = *
# dimension.unknown_dimension_fallback = *

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@ -149,7 +149,7 @@ void main() {
Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
#endif
vec3 AmbientLightColor = averageSkyCol_Clouds;
vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
#endif
@ -161,10 +161,6 @@ void main() {
vec3 AmbientLightColor = vec3(1.0);
#endif
#ifdef FALLBACK_SHADER
vec3 AmbientLightColor = vec3(1.0);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
#ifndef LINES

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@ -442,8 +442,13 @@ void main() {
//////////////////////////////// ////////////////////////////////
#if defined WORLD && defined MC_NORMAL_MAP
vec3 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyw;
float Heightmap = 1.0 - NormalTex.z;
vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyzw;
#ifdef MATERIAL_AO
Albedo.rgb *= NormalTex.b*0.5+0.5;
#endif
float Heightmap = 1.0 - NormalTex.w;
NormalTex.xy = NormalTex.xy * 2.0-1.0;
NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0));
@ -455,6 +460,7 @@ void main() {
gl_FragDepth = toClipSpace3(truePos).z;
#endif
if(PHYSICSMOD_SNOW < 1) normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
#endif

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@ -306,12 +306,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
#ifdef Vanilla_like_water
if (iswater > 0.5) {
gl_FragData[0].a = luma(Albedo.rgb);
if (iswater > 0.95){
// gl_FragData[0].a = luma(Albedo.rgb);
Albedo = color.rgb * sqrt(luma(Albedo.rgb));
}
#else
if (iswater > 0.9) {
if (iswater > 0.95){
Albedo = vec3(0.0);
gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
}
@ -468,10 +468,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 AmbientLightColor = vec3(1.0);
#endif
#ifdef FALLBACK_SHADER
vec3 AmbientLightColor = vec3(1.0);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;

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@ -90,8 +90,9 @@ vec2 decodeVec2(float a){
return fract( a * constant1 ) * constant2 ;
}
float R2_dither(){
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
@ -228,8 +229,9 @@ void main() {
float diffthreshM = diffthresh*mult*d0*k/20.;
float avgDepth = 0.0;
int seed = (frameCounter%40000) + frameCounter*2;
float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
// int seed = (frameCounter%40000) + frameCounter*2;
// float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
float noise = R2_dither();
for(int i = 0; i < VPS_Search_Samples; i++){

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@ -37,11 +37,6 @@ const bool colortex5MipmapEnabled = true;
// #define LIGHTSOURCE_REFLECTION
#endif
#ifdef FALLBACK_SHADER
uniform sampler2D colortex4;
uniform float nightVision;
// #define LIGHTSOURCE_REFLECTION
#endif
uniform sampler2D noisetex; //noise
uniform sampler2D depthtex1; //depth
@ -624,7 +619,7 @@ void main() {
vec2 bnoise = blueNoise(gl_FragCoord.xy).rg;
int seed = (frameCounter%40000) + frameCounter*2;
float noise = fract(R2_samples(seed).y + bnoise.y);
float noise_2 = blueNoise();
float noise_2 = R2_dither();
vec2 tempOffset = TAA_Offset;
vec3 viewPos = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5,z));
@ -643,7 +638,7 @@ void main() {
vec3 normal = decode(dataUnpacked0.yw);
vec2 lightmap = dataUnpacked1.yz;
#ifndef OVERWORLD_SHADER
#if defined END_SHADER || defined NETHER_SHADER
lightmap.y = 1.0;
#endif
@ -700,9 +695,7 @@ void main() {
float NdotL = 1.0;
#ifdef OVERWORLD_SHADER
#ifndef ambientLight_only
DirectLightColor = lightCol.rgb/80.0;
#endif
DirectLightColor = lightCol.rgb/80.0;
#ifdef PER_BIOME_ENVIRONMENT
BiomeSunlightColor(DirectLightColor);
@ -754,15 +747,6 @@ void main() {
#if defined NETHER_SHADER || defined END_SHADER
gl_FragData[0].rgb = vec3(0);
#endif
#ifdef FALLBACK_SHADER
vec3 Background = vec3(0.5,0.3,1.0)*0.025;
Background += vec3(0.8,1.0,0.5) * 0.5 * pow(normalize(-feetPlayerPos_normalized).y*0.5+0.5,3.0);
Background += stars(feetPlayerPos_normalized) * 100.0 * pow(normalize(feetPlayerPos_normalized).y*0.5+0.5,3.0);
gl_FragData[0].rgb = clamp(Background, 0.0, 65000.);
#endif
} else {
@ -829,8 +813,7 @@ void main() {
for(int i = 0; i < samples; i++){
// vec2 offsetS = SpiralSample(i, 7, 8, noise)*0.5;
vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
vec2 offsetS = tapLocation_simple(i, 7, 9, noise_2) * 0.5;
float isShadow = shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, smallbias) ).x;
Shadows += isShadow/samples;
@ -965,10 +948,6 @@ void main() {
vec3 AmbientLightColor = vec3(1.0);
#endif
#ifdef FALLBACK_SHADER
vec3 AmbientLightColor = vec3(1.0);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
// Indirect_lighting += LightningFlashLighting;
@ -1050,14 +1029,14 @@ void main() {
#endif
//////////////////////////////// SKY SSS ////////////////////////////////
#ifdef Ambient_SSS
#if defined Ambient_SSS && defined OVERWORLD_SHADER
if (!hand){
#if indirect_effect != 1
SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
#endif
vec3 ambientColor = (AmbientLightColor / 30.0) * 2.5;
vec3 ambientColor = (averageSkyCol_Clouds / 10.0);
float skylightmap = pow(lightmap.y,3);
Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);

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@ -56,11 +56,6 @@ uniform ivec2 eyeBrightnessSmooth;
#include "/lib/end_fog.glsl"
#endif
#ifdef FALLBACK_SHADER
uniform sampler2D colortex4;
#include "/lib/fallback_fog.glsl"
#endif
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
float interleaved_gradientNoise(){

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@ -86,11 +86,6 @@ float blueNoise(){
#include "/lib/end_fog.glsl"
#endif
#ifdef FALLBACK_SHADER
uniform sampler2D colortex4;
#include "/lib/fallback_fog.glsl"
#endif
void main() {
/* DRAWBUFFERS:4 */
@ -115,14 +110,26 @@ float mixhistory = 0.07;
if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4((skyGroundCol/150.0) * AmbientLightTint,1.0);
if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(lightSourceColor,1.0);
#ifdef ambientLight_only
if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(sunColor,1.0);
if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(moonColor,1.0);
if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
#else
if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(lightSourceColor,1.0);
if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(sunColor,1.0);
if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(moonColor,1.0);
#endif
////////////////////////////////
/// --- ATMOSPHERE IMAGE --- ///

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@ -302,6 +302,7 @@ screen.Porosity = Porosity / Puddles
option.Puddles = Puddles
option.Puddle_Size = Puddle Size Multiplier
option.MATERIAL_AO = Material Ambient Occlusion
option.DOF_QUALITY=Depth Of Field
value.DOF_QUALITY.-1=Off
@ -495,4 +496,6 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance.
option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low

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@ -16,6 +16,7 @@ vec3 DoAmbientLightColor(
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return IndirectLight + TorchLight;
}
vec4 RT_AmbientLight(
vec3 TorchColor,
vec2 Lightmap
@ -27,57 +28,4 @@ vec4 RT_AmbientLight(
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return vec4(TorchLight, skyLM);
}
// #ifdef NETHER_SHADER
// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
// return FogColor + TorchLight ;
// }
// #endif
// #ifdef END_SHADER
// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
// #endif
// #ifdef FALLBACK_SHADER
// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
// #endif
}

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@ -198,7 +198,7 @@ vec4 GetVolumetricFog(
float dither,
float dither2
){
int SAMPLES = 32;
int SAMPLES = 16;
vec3 vL = vec3(0.0);
float absorbance = 1.0;
@ -286,7 +286,7 @@ vec4 GetVolumetricFog(
float AirDensity = 0.002;
// AirDensity = 0.0;
vec3 vL1 = vec3(0.5,0.75,1.0);
vec3 vL1 = vec3(0.5,0.75,1.0) * 0.5;
// vL1 += Light1 + Light2;
vL += (vL1 - vL1*exp2(-AirDensity*dd*dL)) * absorbance;

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@ -34,6 +34,7 @@ vec2 SpiralSample(
return vec2(x, y);
}
////////////////////////////////////////////////////////////////
///////////////////////////// SSAO ////////////////////////
////////////////////////////////////////////////////////////////

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@ -261,6 +261,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
#endif
#define Puddle_Size 1.0 // [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
// #define MATERIAL_AO
//////////////////////////////////////
@ -315,7 +316,9 @@ uniform int moonPhase;
#ifdef VOLUMETRIC_CLOUDS
#define Cloud_Fog
#define CLOUDS_SHADOWS
#ifndef ambientLight_only
#define CLOUDS_SHADOWS
#endif
#ifdef CLOUDS_SHADOWS
#define VL_CLOUDS_SHADOWS

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@ -36,6 +36,7 @@ blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_armor_glint = ONE ONE ONE ONE
blend.gbuffers_weather = ONE ONE ONE ONE
blend.gbuffers_skytextured = ONE ONE ONE ONE
@ -48,7 +49,6 @@ blend.gbuffers_basic = off
blend.gbuffers_entities = off
blend.gbuffers_armor_glint = off
blend.gbuffers_beaconbeam = off
blend.gbuffers_spidereyes = off
blend.gbuffers_armor_glint = off
blend.gbuffers_water.colortex11 = off
@ -98,6 +98,9 @@ PhysicsMod_support [LabPBR]
screen.Filtering.columns=1
screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
screen.Sun_and_Moon_Colors.columns = 1
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
### AMBIENT LIGHT
screen.Ambient_light.columns=1
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT
@ -108,7 +111,15 @@ PhysicsMod_support [LabPBR]
screen.Ambient_Colors.columns=1
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT <empty> AmbientLight_R AmbientLight_G AmbientLight_B
### LABPBR
screen.LabPBR.columns = 1
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] MATERIAL_AO
screen.Emissives.columns = 1
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
screen.Porosity.columns = 1
screen.Porosity = Porosity <empty> Puddles Puddle_Size
######## WORLD
screen.World.columns=1
@ -226,22 +237,12 @@ PhysicsMod_support [LabPBR]
screen.Misc_Settings.columns=1
screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
screen.LabPBR.columns = 1
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
screen.Emissives.columns = 1
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
screen.Porosity.columns = 1
screen.Porosity = Porosity <empty> Puddles Puddle_Size
screen.Sun_and_Moon_Colors.columns = 1
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
screen.Advanced = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
@ -335,7 +336,8 @@ uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlas
####### BIOME RELATED STUFF #######
###################################
variable.int.BiomeTransitionTime = 1
# in seconds
variable.int.BiomeTransitionTime = 30
#ifdef SWAMP_ENV
uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
@ -367,7 +369,7 @@ uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0),
# set to only happen in cold mountains.
uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 5,5)
uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15)
@ -381,7 +383,11 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
uniform.float.dead = smooth(if(dying >= 1.99, 1,0),1,0)
#endif
uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
# uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
# photon stuff
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
texture.noise = texture/noises.png
texture.composite.colortex6 = texture/blueNoise.png
@ -428,7 +434,6 @@ variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + s
uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
@ -439,8 +444,4 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
# photon stuff
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite1.fsh"

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite1.vsh"

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite10.fsh"

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite10.vsh"

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite11.fsh"

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@ -1,5 +0,0 @@
#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite11.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite2.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite2.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite3.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite3.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite4.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite4.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite5.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite5.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite6.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite6.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite7.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite7.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite8.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite8.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite9.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/composite9.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/deferred.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/deferred.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/deferred1.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/deferred1.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/final.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/final.vsh"

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#version 120
#define ENCHANT_GLINT
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#define ENCHANT_GLINT
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
// #define ENTITIES
#define BLOCKENTITIES
#define WORLD
#define FALLBACK_SHADER
#include "/dimensions/all_solid.fsh"

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#version 120
// #define ENTITIES
// #define LINE
#define BLOCKENTITIES
#define WORLD
#define FALLBACK_SHADER
#include "/dimensions/all_solid.vsh"

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#version 120
#define BEACON_BEAM
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#define BEACON_BEAM
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
#define WORLD
#define BLOCKENTITIES
#define FALLBACK_SHADER
#include "/dimensions/all_solid.fsh"

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#version 120
#define WORLD
#define BLOCKENTITIES
#define FALLBACK_SHADER
#include "/dimensions/all_solid.vsh"

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#version 120
#define FALLBACK_SHADER
#define DAMAGE_BLOCK_EFFECT
#include "/dimensions/all_translucent.fsh"

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#version 120
#define FALLBACK_SHADER
#define DAMAGE_BLOCK_EFFECT
#include "/dimensions/all_translucent.vsh"

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#version 120
#define WORLD
#define ENTITIES
#define FALLBACK_SHADER
#include "/dimensions/all_solid.fsh"

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#version 120
// #define WORLD
#define ENTITIES
#define FALLBACK_SHADER
#include "/dimensions/all_solid.vsh"

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#version 120
#define GLOWING
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#define GLOWING
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
#define WORLD
#define HAND
#define FALLBACK_SHADER
#include "/dimensions/all_solid.fsh"

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#version 120
#define WORLD
#define HAND
#define FALLBACK_SHADER
#include "/dimensions/all_solid.vsh"

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#version 120
#define HAND
#define FALLBACK_SHADER
#include "/dimensions/all_translucent.fsh"

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#version 120
#define HAND
#define FALLBACK_SHADER
#include "/dimensions/all_translucent.vsh"

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#version 120
/* RENDERTARGETS:0 */
void main() {
discard;
}

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#version 120
void main() {
gl_Position = ftransform();
}

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#version 120
/* RENDERTARGETS:0 */
void main() {
discard;
}

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#version 120
void main() {
gl_Position = ftransform();
}

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#version 120
#define SPIDER_EYES
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#define SPIDER_EYES
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
#define FALLBACK_SHADER
#define WORLD
#include "/dimensions/all_solid.fsh"

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#version 120
#define FALLBACK_SHADER
#define WORLD
#include "/dimensions/all_solid.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/all_particles.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/all_particles.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/all_particles.fsh"

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#version 120
// #define WEATHER
#define PARTICLES
#define FALLBACK_SHADER
#include "/dimensions/all_particles.vsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/all_translucent.fsh"

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#version 120
#define FALLBACK_SHADER
#include "/dimensions/all_translucent.vsh"

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#version 120
varying vec4 lmtexcoord;
varying vec4 color;
uniform sampler2D texture;
uniform sampler2D gaux1;
uniform vec4 lightCol;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform float rainStrength;
uniform mat4 gbufferProjectionInverse;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
vec3 toScreenSpaceVector(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return normalize(fragposition.xyz);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:2 */
gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
gl_FragData[0].a = clamp(gl_FragData[0].a -0.1,0.0,1.0)*0.5;
vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb;
gl_FragData[0].rgb = dot(albedo,vec3(1.0))*ambient*10./3.0/150.*0.1;
}

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#version 120
#define TAA
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
uniform vec2 texelSize;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord*lmcoord;
gl_Position = ftransform();
color = gl_Color;
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}