Bliss-Shader/shaders/dimensions/all_particles.vsh
2024-11-16 18:15:48 +01:00

160 lines
4.3 KiB
GLSL

#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;
#ifdef 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;
#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);
}
#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 > 0.99;
if(!istopv){
worldpos.xyz -= cameraPosition - vec3(2.0,0.0,2.0) * min(max(eyeBrightnessSmooth.y/240.0-0.95,0.0)*11.0,1.0);
}else{
worldpos.xyz -= cameraPosition ;
}
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 / 1500.0, 0.0);
dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 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
}