mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
69b0be256e
shadow jitter still not working
398 lines
9.9 KiB
GLSL
398 lines
9.9 KiB
GLSL
//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.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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#ifdef HAND
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#undef POM
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#endif
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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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uniform float frameTimeCounter;
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const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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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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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying int PHYSICSMOD_SNOW;
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flat varying int NameTags;
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uniform int frameCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform int hideGUI;
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uniform float screenBrightness;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying int PORTAL;
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flat varying int SIGN;
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in vec3 at_velocity;
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out vec3 velocity;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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attribute vec4 mc_midTexCoord;
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uniform vec3 cameraPosition;
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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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vec2 calcWave(in vec3 pos) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude;
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return ret;
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}
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vec3 calcMovePlants(in vec3 pos) {
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vec2 move1 = calcWave(pos );
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float move1y = -length(move1);
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return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH;
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}
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vec3 calcWaveLeaves(in vec3 pos, in float fm, in float mm, in float ma, in float f0, in float f1, in float f2, in float f3, in float f4, in float f5) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec3 ret = (sin(pi2wt*vec3(0.0063,0.0224,0.0015)*1.5 - pos))*magnitude;
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return ret;
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}
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vec3 calcMoveLeaves(in vec3 pos, in float f0, in float f1, in float f2, in float f3, in float f4, in float f5, in vec3 amp1, in vec3 amp2) {
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vec3 move1 = calcWaveLeaves(pos , 0.0054, 0.0400, 0.0400, 0.0127, 0.0089, 0.0114, 0.0063, 0.0224, 0.0015) * amp1;
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return move1*5.*WAVY_STRENGTH;
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}
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vec3 srgbToLinear2(vec3 srgb){
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return mix(
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srgb / 12.92,
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pow(.947867 * srgb + .0521327, vec3(2.4) ),
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step( .04045, srgb )
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);
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}
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vec3 blackbody2(float Temp)
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{
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float t = pow(Temp, -1.5);
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float lt = log(Temp);
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vec3 col = vec3(0.0);
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col.x = 220000.0 * t + 0.58039215686;
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col.y = 0.39231372549 * lt - 2.44549019608;
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col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
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col.z = 0.76078431372 * lt - 5.68078431373;
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col = clamp(col,0.0,1.0);
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col = Temp < 1000. ? col * Temp * 0.001 : col;
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return srgbToLinear2(col);
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}
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// float luma(vec3 color) {
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// return dot(color,vec3(0.21, 0.72, 0.07));
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// }
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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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uniform sampler2D noisetex;//depth
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float densityAtPos(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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//The y channel has an offset to avoid using two textures fetches
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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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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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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/////// ----- COLOR STUFF ----- ///////
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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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/////// ----- RANDOM STUFF ----- ///////
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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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 / 255.0; // is this even correct? lol'
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lmtexcoord.zw = lmcoord;
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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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FlatNormals = normalMat.xyz;
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blockID = mc_Entity.x;
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velocity = at_velocity;
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PORTAL = 0;
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SIGN = 0;
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#ifdef WORLD
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// disallow POM to work on signs.
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if(blockEntityId == 2200) SIGN = 1;
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if(blockEntityId == 2100) PORTAL = 1;
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#endif
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NameTags = 0;
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PHYSICSMOD_SNOW = 0;
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#ifdef ENTITIES
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// disallow POM to work on item frames.
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if(entityId == 2300) SIGN = 1;
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#ifdef ENTITY_PHYSICSMOD_SNOW
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if(entityId == 829925) PHYSICSMOD_SNOW = 1;
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#endif
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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(1.0/3.0)) < 1.0) NameTags = 1;
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// if(gl_Color.a < 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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if(entityId == 1100 || entityId == 1200 || entityId == 2468) normalMat.a = 0.45;
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#endif
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if(mc_Entity.x == 10003) normalMat.a = 0.55;
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/////// ----- EMISSIVE STUFF ----- ///////
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EMISSIVE = 0.0;
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LIGHTNING = 0;
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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if(mc_Entity.x == 10005) EMISSIVE = 0.5;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345){
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LIGHTNING = 1;
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normalMat.a = 0.5;
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}
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#endif
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/////// ----- SSS STUFF ----- ///////
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SSSAMOUNT = 0.0;
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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#ifdef WORLD
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/////// ----- SSS ON BLOCKS ----- ///////
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// strong
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if(mc_Entity.x == 10001 || mc_Entity.x == 10003 || mc_Entity.x == 10004) SSSAMOUNT = 1.0;
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// medium
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if(mc_Entity.x == 10006 || mc_Entity.x == 200) SSSAMOUNT = 0.75;
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// low
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#ifdef MISC_BLOCK_SSS
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if(mc_Entity.x == 10007) SSSAMOUNT = 0.5; // weird SSS on blocks like grass and stuff
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#endif
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#ifdef ENTITIES
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#ifdef MOB_SSS
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/////// ----- SSS ON MOBS----- ///////
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// strong
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if(entityId == 1100) SSSAMOUNT = 0.75;
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// medium
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// low
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if(entityId == 1200) SSSAMOUNT = 0.3;
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#endif
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#endif
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#ifdef BLOCKENTITIES
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/////// ----- SSS ON BLOCK ENTITIES----- ///////
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// strong
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// medium
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if(blockEntityId == 10010) SSSAMOUNT = 0.4;
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// low
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#endif
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#ifdef WAVY_PLANTS
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bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
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// #ifdef WORLD
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// #ifndef HAND
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// vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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// // worldpos.xyz += (densityAtPos(worldpos*255 )*2) - cameraPosition;
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// worldpos.xyz += sin(worldpos) - cameraPosition;
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// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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// #endif
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// #endif
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if ((mc_Entity.x == 10001 && istopv) && abs(position.z) < 64.0) {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition;
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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}
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if (mc_Entity.x == 10003 && abs(position.z) < 64.0) {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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worldpos.xyz += calcMoveLeaves(worldpos.xyz, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*lmtexcoord.w - cameraPosition;
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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}
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#endif
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gl_Position = toClipSpace3(position);
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#endif
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#ifdef Seasons
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#ifdef WORLD
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#ifndef BLOCKENTITIES
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#ifndef ENTITIES
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#ifndef HAND
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float blank = 0.0;
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YearCycleColor(color.rgb, gl_Color.rgb, blank);
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#endif
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#endif
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#endif
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#endif
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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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#ifdef DOF_JITTER
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vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
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jitter = rotate(radians(float(frameCounter))) * jitter;
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jitter.y *= aspectRatio;
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jitter.x *= DOF_ANAMORPHIC_RATIO;
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#if DOF_JITTER_FOCUS < 0
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float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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#else
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float focusMul = gl_Position.z - DOF_JITTER_FOCUS;
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#endif
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vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2;
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gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
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#endif
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}
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