Bliss-Shader/shaders/dimensions/all_translucent.vsh

192 lines
5.0 KiB
GLSL

#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;
flat varying float exposure;
#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
varying vec4 normalMat;
varying vec3 binormal;
varying vec4 tangent;
varying vec3 flatnormal;
uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;
flat varying int glass;
attribute vec4 at_tangent;
attribute vec4 mc_Entity;
uniform vec3 sunPosition;
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;
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);
}
//////////////////////////////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;
gl_Position = toClipSpace3(position);
HELD_ITEM_BRIGHTNESS = 0.0;
#ifdef Hand_Held_lights
if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) 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;
gl_Position.z -= 1e-4;
}
// 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 = ( 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/150.0, 0.0);
dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0, 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
}