#include "/lib/settings.glsl" #include "/lib/res_params.glsl" #include "/lib/items.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; flat varying float exposure; #ifdef LINES flat varying int SELECTION_BOX; #endif #ifdef OVERWORLD_SHADER flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; #if defined Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #endif #endif uniform vec3 sunPosition; uniform float sunElevation; uniform vec2 texelSize; uniform int framemod8; uniform float frameTimeCounter; uniform vec3 cameraPosition; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform ivec2 eyeBrightnessSmooth; uniform int heldItemId; uniform int heldItemId2; flat varying float HELD_ITEM_BRIGHTNESS; 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); } #ifdef DAMAGE_BLOCK_EFFECT varying vec4 vtexcoordam; // .st for add, .pq for mul varying vec4 vtexcoord; attribute vec4 mc_midTexCoord; varying vec4 tangent; attribute vec4 at_tangent; varying vec4 normalMat; flat varying vec3 WsunVec2; #endif //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { #ifdef DAMAGE_BLOCK_EFFECT WsunVec2 = (float(sunElevation > 1e-5)*2.0 - 1.0)*normalize(mat3(gbufferModelViewInverse) * sunPosition); #endif lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0; lmtexcoord.zw = lmcoord; #ifdef DAMAGE_BLOCK_EFFECT vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st; vec2 texcoordminusmid = lmtexcoord.xy-midcoord; vtexcoordam.pq = abs(texcoordminusmid)*2; vtexcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid); vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5; tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w); normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0); #endif HELD_ITEM_BRIGHTNESS = 0.0; #ifdef Hand_Held_lights if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9; #endif #ifdef WEATHER vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; bool istopv = worldpos.y > cameraPosition.y + 5.0 && lmtexcoord.w > 0.94; if(!istopv){ worldpos.xyz -= cameraPosition; }else{ worldpos.xyz -= cameraPosition + vec3(2.0,0.0,2.0); } position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; gl_Position = toClipSpace3(position); #else gl_Position = ftransform(); #endif color = gl_Color; exposure = texelFetch2D(colortex4,ivec2(10,37),0).r; // color.rgb = worldpos; #ifdef LINES SELECTION_BOX = 0; if(dot(color.rgb,vec3(0.33333)) < 0.00001) SELECTION_BOX = 1; #endif #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); #if defined Daily_Weather dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0) / 2.0, 0.0); dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0) / 2.0, 0.0); #endif #endif #ifndef WEATHER #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 #endif }