mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-03 16:13:30 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
141 lines
3.4 KiB
GLSL
141 lines
3.4 KiB
GLSL
#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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#undef POM
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#endif
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#endif
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#ifdef POM
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#define MC_NORMAL_MAP
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#endif
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varying vec4 color;
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varying float VanillaAO;
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varying vec4 lmtexcoord;
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varying vec4 normalMat;
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#ifdef POM
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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#endif
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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attribute vec4 at_tangent;
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varying vec3 FlatNormals;
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#endif
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attribute vec4 mc_Entity;
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uniform int blockEntityId;
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uniform int entityId;
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flat varying float blockID;
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flat varying int NameTags;
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attribute vec4 mc_midTexCoord;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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NameTags = 0;
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blockID = mc_Entity.x;
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#ifdef POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
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vtexcoordam.pq = abs(texcoordminusmid)*2;
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vtexcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
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vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
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#endif
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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lmtexcoord.zw = lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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color = gl_Color;
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VanillaAO = 1.0 - clamp(color.a,0,1);
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if (color.a < 0.3) color.a = 1.0; // fix vanilla ao on some custom block models.
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
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#ifdef ENTITIES
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// try and single out nametag text and then discard nametag background
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if( dot(gl_Color.rgb, vec3(0.35)) < 1.0) NameTags = 1;
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if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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#endif
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#ifdef WORLD
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0);
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normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;
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if (mc_Entity.x == 100 ){
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color.rgb = normalize(color.rgb)*sqrt(3.0);
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normalMat.a = 0.9;
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}
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gl_Position = toClipSpace3(position);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w * texelSize;
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#endif
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}
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