// #version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" #include "/lib/res_params.glsl" /* !! 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; varying vec4 normalMat; varying vec3 binormal; varying vec4 tangent; uniform mat4 gbufferModelViewInverse; varying vec3 viewVector; flat varying int glass; attribute vec4 at_tangent; attribute vec4 mc_Entity; uniform sampler2D colortex4; uniform vec3 sunPosition; flat varying vec3 WsunVec; uniform float sunElevation; varying vec4 tangent_other; flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) flat varying vec3 avgAmbient; 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.); #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) vec4 toClipSpace3(vec3 viewSpacePosition) { return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z); } #define PHYSICSMOD_VERTEX #include "/lib/oceans.glsl" //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { vec4 Swtich_gl_vertex = gl_Vertex; if(physics_iterationsNormal > 0.0){ // basic texture to determine how shallow/far away from the shore the water is physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r; // transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet) vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w); // pass this to the fragment shader to fetch the texture there for per fragment normals physics_localPosition = finalPosition.xyz; Swtich_gl_vertex.xyz = finalPosition.xyz ; } lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol lmtexcoord.zw = lmcoord; vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz; gl_Position = toClipSpace3(position); color = vec4(gl_Color.rgb,1.0); float mat = 0.0; if(mc_Entity.x == 8.0) { mat = 1.0; gl_Position.z -= 1e-4; } if (mc_Entity.x == 10002) mat = 0.2; if (mc_Entity.x == 72) mat = 0.5; #ifdef ENTITIES mat = 0.2; #endif tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w); normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0); normalMat.a = mat; vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb); binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w); mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x, tangent2.y, binormal.y, normalMat.y, tangent2.z, binormal.z, normalMat.z); viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz; viewVector = normalize(tbnMatrix * viewVector); #ifdef TAA_UPSCALING gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; #endif #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2-1.; lightCol.rgb = sc; WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition); avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb; }