Fix Emissives in end/nether. fix tiny labSSS curve issue

This commit is contained in:
Xonk
2023-07-01 15:53:13 -04:00
parent 825819c0cb
commit 08ff5ab8bb
12 changed files with 602 additions and 374 deletions

View File

@ -4,7 +4,6 @@
#include "/lib/settings.glsl"
flat varying int NameTags;
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
@ -30,31 +29,30 @@ const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
uniform int framemod8;
#ifdef POM
// #ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
#endif
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
// #endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 NoSeasonCol;
varying vec4 seasonColor;
uniform float far;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
uniform float wetness;
uniform sampler2D normals;
uniform sampler2D specular;
varying vec3 FlatNormals;
varying vec4 tangent;
uniform sampler2D normals;
varying vec3 FlatNormals;
#endif
#ifdef POM
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
#endif
uniform sampler2D specular;
flat varying int lightningBolt;
uniform sampler2D texture;
@ -69,37 +67,19 @@ uniform vec3 cameraPosition;
uniform float rainStrength;
uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0;
in vec3 test_motionVectors;
flat varying float blockID;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
flat varying int LIGHTNING;
flat varying int SIGN;
// float interleaved_gradientNoise(){
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
// }
// float interleaved_gradientNoise(){
// vec2 alpha = vec2(0.75487765, 0.56984026);
// vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
// return noise;
// }
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float R2_dither(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
@ -116,26 +96,6 @@ mat3 inverse(mat3 m) {
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
#ifdef MC_NORMAL_MAP
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
@ -145,6 +105,28 @@ vec4 encode (vec3 n, vec2 lightmaps){
}
#endif
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
@ -167,26 +149,22 @@ vec3 toScreenSpace(vec3 p) {
vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
#ifdef POM
vec4 readNormal(in vec2 coord)
{
return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readTexture(in vec2 coord)
{
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readNormal(in vec2 coord)
{
return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readTexture(in vec2 coord)
{
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
#endif
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
@ -195,55 +173,42 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
vec3 srgbToLinear2(vec3 srgb){
return mix(
srgb / 12.92,
pow(.947867 * srgb + .0521327, vec3(2.4) ),
step( .04045, srgb )
);
}
vec3 blackbody2(float Temp)
{
float t = pow(Temp, -1.5);
float lt = log(Temp);
vec3 col = vec3(0.0);
col.x = 220000.0 * t + 0.58039215686;
col.y = 0.39231372549 * lt - 2.44549019608;
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
col.z = 0.76078431372 * lt - 5.68078431373;
col = clamp(col,0.0,1.0);
col = Temp < 1000. ? col * Temp * 0.001 : col;
return srgbToLinear2(col);
}
float densityAtPosSNOW(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
f = (f*f) * (3.-2.*f);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
float bias(){
return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5;
}
vec4 texture2D_POMSwitch(
sampler2D sampler,
vec2 lightmapCoord,
vec4 dcdxdcdy,
bool ifPOM
){
if(ifPOM){
return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
}else{
return texture2D(sampler, lightmapCoord, bias());
}
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* RENDERTARGETS: 1,7,8,15,10 */
/* RENDERTARGETS: 1,7,8,15 */
void main() {
float phi = 2 * 3.14159265359;
float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
bool ifPOM = false;
#ifdef POM
ifPOM = true;
#endif
if(SIGN > 0) ifPOM = false;
vec3 normal = normalMat.xyz;
vec3 normal2 = normalMat.xyz;
#ifdef MC_NORMAL_MAP
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
@ -258,31 +223,39 @@ void main() {
vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
float torchlightmap = lmtexcoord.z;
// #ifdef Hand_Held_lights
// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
// #endif
float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
vec2 adjustedTexCoord = lmtexcoord.xy;
#ifdef POM
// vec2 tempOffset=offsets[framemod8];
vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
vec3 viewVector = normalize(tbnMatrix*fragpos);
float dist = length(fragpos);
gl_FragDepth = gl_FragCoord.z;
#ifdef WORLD
if (dist < MAX_OCCLUSION_DISTANCE) {
if (dist < MAX_OCCLUSION_DISTANCE) {
float depthmap = readNormal(vtexcoord.st).a;
float used_POM_DEPTH = 1.0;
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
#ifdef Adaptive_Step_length
#ifdef Adaptive_Step_length
vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
used_POM_DEPTH = 1.0;
#else
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
#else
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
#endif
vec3 coord = vec3(vtexcoord.st, 1.0);
@ -293,134 +266,121 @@ void main() {
coord = coord+interval * used_POM_DEPTH;
sumVec += 1.0 * used_POM_DEPTH;
}
if (coord.t < mincoord) {
if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
coord.t = mincoord;
discard;
}
}
adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
coord.t = mincoord;
discard;
}
}
adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
// #ifdef Depth_Write_POM
gl_FragDepth = toClipSpace3(truePos).z;
// #endif
vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
gl_FragDepth = toClipSpace3(truePos).z;
}
}
}
#endif
#endif
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
if(!ifPOM) adjustedTexCoord = lmtexcoord.xy;
vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy) * color;
#ifdef ENTITIES
if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
#endif
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
if(LIGHTNING > 0) Albedo = vec4(1);
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef WORLD
#ifdef MC_NORMAL_MAP
vec3 NormalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
normal = applyBump(tbnMatrix,NormalTex, 1.0);
#endif
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
gl_FragData[2] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
gl_FragData[1].a = 0.0;
#else
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef MC_NORMAL_MAP
vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
#endif
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias);
gl_FragData[2] = SpecularTex;
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
#ifdef WhiteWorld
Albedo.rgb = vec3(1.0);
#endif
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp( encode(viewToWorld(normal), blueNoise()*lmtexcoord.zw/50.0+lmtexcoord.zw ),0.0,1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
#ifdef WORLD
gl_FragData[1].a = 0.0;
#endif
#endif
gl_FragData[3] = vec4(FlatNormals* 0.5 + 0.5,VanillaAO);
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
#ifdef WORLD
vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
gl_FragData[4].x = 0;
gl_FragData[2].rg = SpecularTex.rg;
#ifdef ENTITIES
gl_FragData[4].x = 1;
#if EMISSIVE_TYPE == 0
gl_FragData[2].a = 0.0;
#endif
#if EMISSIVE_TYPE == 1
gl_FragData[2].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 2
gl_FragData[2].a = SpecularTex.a;
if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 3
gl_FragData[2].a = SpecularTex.a;
#endif
#if SSS_TYPE == 0
gl_FragData[2].b = 0.0;
#endif
#if SSS_TYPE == 1
gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 2
gl_FragData[2].b = SpecularTex.b;
if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 3
gl_FragData[2].b = SpecularTex.b;
#endif
#endif
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
gl_FragData[1].a = 0.0;
////////////////////////////////
//////////////////////////////// OTHER STUFF
////////////////////////////////
#ifdef WORLD
gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
#endif
// gl_FragData[4].x = 0;
// #ifdef ENTITIES
// gl_FragData[4].x = 1;
// #endif
}

View File

@ -1,5 +1,6 @@
#extension GL_EXT_gpu_shader4 : enable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*
@ -10,14 +11,18 @@ Read the terms of modification and sharing before changing something below pleas
*/
#ifdef HAND
#undef POM
#endif
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#define MC_NORMAL_MAP
#endif
@ -27,10 +32,10 @@ varying float VanillaAO;
varying vec4 lmtexcoord;
varying vec4 normalMat;
#ifdef POM
// #ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
#endif
// #endif
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
@ -38,17 +43,35 @@ varying vec4 normalMat;
varying vec3 FlatNormals;
#endif
uniform float frameTimeCounter;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
attribute vec4 mc_Entity;
uniform int blockEntityId;
uniform int entityId;
flat varying float blockID;
uniform int heldItemId;
uniform int heldItemId2;
flat varying float HELD_ITEM_BRIGHTNESS;
flat varying int PHYSICSMOD_SNOW;
flat varying int NameTags;
attribute vec4 mc_midTexCoord;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
flat varying int LIGHTNING;
flat varying int PORTAL;
flat varying int SIGN;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
attribute vec4 mc_midTexCoord;
uniform vec3 cameraPosition;
uniform vec2 texelSize;
uniform int framemod8;
@ -60,80 +83,233 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./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);
}
vec2 calcWave(in vec3 pos) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude;
return ret;
}
vec3 calcMovePlants(in vec3 pos) {
vec2 move1 = calcWave(pos );
float move1y = -length(move1);
return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH;
}
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) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
vec3 ret = (sin(pi2wt*vec3(0.0063,0.0224,0.0015)*1.5 - pos))*magnitude;
return ret;
}
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) {
vec3 move1 = calcWaveLeaves(pos , 0.0054, 0.0400, 0.0400, 0.0127, 0.0089, 0.0114, 0.0063, 0.0224, 0.0015) * amp1;
return move1*5.*WAVY_STRENGTH;
}
vec3 srgbToLinear2(vec3 srgb){
return mix(
srgb / 12.92,
pow(.947867 * srgb + .0521327, vec3(2.4) ),
step( .04045, srgb )
);
}
vec3 blackbody2(float Temp)
{
float t = pow(Temp, -1.5);
float lt = log(Temp);
vec3 col = vec3(0.0);
col.x = 220000.0 * t + 0.58039215686;
col.y = 0.39231372549 * lt - 2.44549019608;
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
col.z = 0.76078431372 * lt - 5.68078431373;
col = clamp(col,0.0,1.0);
col = Temp < 1000. ? col * Temp * 0.001 : col;
return srgbToLinear2(col);
}
// float luma(vec3 color) {
// return dot(color,vec3(0.21, 0.72, 0.07));
// }
#define SEASONS_VSH
#include "/lib/climate_settings.glsl"
uniform sampler2D noisetex;//depth
float densityAtPos(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
//The y channel has an offset to avoid using two textures fetches
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
NameTags = 0;
blockID = mc_Entity.x;
#ifdef POM
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;
#endif
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
color = gl_Color;
/////// ----- COLOR STUFF ----- ///////
color = gl_Color;
VanillaAO = 1.0 - clamp(color.a,0,1);
if (color.a < 0.3) color.a = 1.0; // fix vanilla ao on some custom block models.
/////// ----- RANDOM STUFF ----- ///////
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
// #ifdef POM
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;
// #endif
vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol'
lmtexcoord.zw = lmcoord;
#ifdef MC_NORMAL_MAP
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
#endif
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
FlatNormals = normalMat.xyz;
blockID = mc_Entity.x;
SIGN = 0;
#ifdef WORLD
// disallow POM to work on signs.
if(blockEntityId == 2200) SIGN = 1;
#endif
NameTags = 0;
PHYSICSMOD_SNOW = 0;
#ifdef ENTITIES
// try and single out nametag text and then discard nametag background
if( dot(gl_Color.rgb, vec3(0.35)) < 1.0) NameTags = 1;
// disallow POM to work on item frames.
if(entityId == 2300) SIGN = 1;
if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
#ifdef ENTITY_PHYSICSMOD_SNOW
if(entityId == 829925) PHYSICSMOD_SNOW = 1;
#endif
// try and single out nametag text and then discard nametag background
// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
// if(gl_Color.a < 1.0) NameTags = 1;
// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
if(entityId == 1100 || entityId == 1200 || entityId == 2468) normalMat.a = 0.45;
#endif
if(mc_Entity.x == 10003) normalMat.a = 0.55;
/////// ----- EMISSIVE STUFF ----- ///////
EMISSIVE = 0.0;
LIGHTNING = 0;
// if(NameTags > 0) EMISSIVE = 0.9;
// normal block lightsources
if(mc_Entity.x == 10005) EMISSIVE = 0.5;
// special cases light lightning and beacon beams...
#ifdef ENTITIES
if(entityId == 12345){
LIGHTNING = 1;
normalMat.a = 0.5;
}
#endif
/////// ----- SSS STUFF ----- ///////
SSSAMOUNT = 0.0;
HELD_ITEM_BRIGHTNESS = 0.0;
#ifdef Hand_Held_lights
if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
#endif
#ifdef WORLD
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);
/////// ----- SSS ON BLOCKS ----- ///////
// strong
if(mc_Entity.x == 10001 || mc_Entity.x == 10003 || mc_Entity.x == 10004) SSSAMOUNT = 1.0;
// medium
if(mc_Entity.x == 10006 || mc_Entity.x == 200) SSSAMOUNT = 0.75;
// low
if(mc_Entity.x == 10007 || mc_Entity.x == 10008) SSSAMOUNT = 0.5;
#ifdef ENTITIES
/////// ----- SSS ON MOBS----- ///////
// strong
if(entityId == 1100) SSSAMOUNT = 0.75;
normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;
// medium
if (mc_Entity.x == 100 ){
color.rgb = normalize(color.rgb)*sqrt(3.0);
normalMat.a = 0.9;
}
// low
if(entityId == 1200) SSSAMOUNT = 0.3;
#endif
#ifdef BLOCKENTITIES
/////// ----- SSS ON BLOCK ENTITIES----- ///////
// strong
// medium
if(blockEntityId == 10010) SSSAMOUNT = 0.4;
// low
#endif
gl_Position = toClipSpace3(position);
#endif
gl_Position = toClipSpace3(position);
// #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;