Bliss-Shader/shaders/dimensions/all_translucent.vsh
2024-11-16 21:40:25 +01:00

227 lines
6.2 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;
uniform sampler2D noisetex;
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;
#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
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;
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 = 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/150.0)/2.0, 0.0);
dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 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
}