#include "/lib/settings.glsl" #include "/lib/res_params.glsl" #include "/lib/bokeh.glsl" #include "/lib/items.glsl" uniform float frameTimeCounter; #include "/lib/Shadow_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; uniform sampler2D colortex4; uniform sampler2D noisetex; flat varying float exposure; #ifdef OVERWORLD_SHADER flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; #ifdef Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #endif #endif varying vec4 normalMat; varying vec3 binormal; varying vec4 tangent; varying vec3 flatnormal; #ifdef LARGE_WAVE_DISPLACEMENT varying vec3 shitnormal; #endif uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; varying vec3 viewVector; flat varying int glass; attribute vec4 at_tangent; attribute vec4 mc_Entity; uniform vec3 sunPosition; uniform vec3 cameraPosition; uniform float sunElevation; varying vec4 tangent_other; uniform int frameCounter; // uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; uniform int hideGUI; uniform float screenBrightness; uniform int heldItemId; uniform int heldItemId2; flat varying float HELD_ITEM_BRIGHTNESS; uniform vec2 texelSize; uniform int framemod8; #include "/lib/TAA_jitter.glsl" #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); } float getWave (vec3 pos, float range){ return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2) * WATER_WAVE_STRENGTH / range; } vec3 getWaveNormal(vec3 posxz, float range){ float deltaPos = 0.5; vec3 coord = posxz; float h0 = getWave(coord,range); float h1 = getWave(coord - vec3(deltaPos,0.0,0.0),range); float h3 = getWave(coord - vec3(0.0,0.0,deltaPos),range); float xDelta = (h1-h0)/deltaPos*1.5; float yDelta = (h3-h0)/deltaPos*1.5; vec3 wave = normalize(vec3(xDelta, yDelta, 1.0-pow(abs(xDelta+yDelta),2.0))); return wave; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { // lmtexcoord.xy = (gl_MultiTexCoord0).xy; lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0; lmtexcoord.zw = lmcoord; vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; #ifdef LARGE_WAVE_DISPLACEMENT if(mc_Entity.x == 8.0) { vec3 displacedPos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; #ifdef DISTANT_HORIZONS float range = min(1.0 + pow(length(displacedPos - cameraPosition) / min(far,256.0),2.0), 256.0); #else float range = min(1.0 + pow(length(displacedPos - cameraPosition) / 256,2.0), 256.0); #endif displacedPos.y -= (1.0-getWave(displacedPos, range)) * 0.5 - 0.2; shitnormal = getWaveNormal(displacedPos, range); position = mat3(gbufferModelView) * (displacedPos - cameraPosition) + gbufferModelView[3].xyz; } #endif // vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; #ifdef PLANET_CURVATURE float curvature = length(worldpos) / (16*8); worldpos.y -= curvature*curvature * CURVATURE_AMOUNT; #endif position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; gl_Position = toClipSpace3(position); HELD_ITEM_BRIGHTNESS = 0.0; #ifdef Hand_Held_lights if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9; #endif // 1.0 = water mask // 0.9 = entity mask // 0.8 = reflective entities // 0.7 = reflective blocks float mat = 0.0; // water mask if(mc_Entity.x == 8.0) { mat = 1.0; } // translucent entities #if defined ENTITIES || defined BLOCKENTITIES mat = 0.9; if (entityId == 1803) mat = 0.8; #endif // translucent blocks if (mc_Entity.x >= 301 && mc_Entity.x <= 321) mat = 0.7; 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); flatnormal = normalMat.xyz; viewVector = position.xyz; // viewVector = (gl_ModelViewMatrix * gl_Vertex).xyz; viewVector = normalize(tbnMatrix * viewVector); color = vec4(gl_Color.rgb, 1.0); exposure = texelFetch2D(colortex4,ivec2(10,37),0).r; #ifdef OVERWORLD_SHADER lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition); // WsunVec = normalize(LightDir); #if defined Daily_Weather dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0); dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0); #endif #endif #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 #if DOF_QUALITY == 5 vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0); jitter = rotate(radians(float(frameCounter))) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; #if MANUAL_FOCUS == -2 float focusMul = 0; #elif MANUAL_FOCUS == -1 float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #else float focusMul = gl_Position.z - MANUAL_FOCUS; #endif vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif }