INTERNAL REWORK. testers are needed.

This commit is contained in:
Xonk
2023-10-07 22:18:20 -04:00
parent 4d8a5105ed
commit a2fc114c4f
236 changed files with 5437 additions and 10283 deletions

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#version 120
#define END_SHADER
#include "/dimensions/composite.fsh"

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#version 120
#define END_SHADER
#include "/dimensions/composite.vsh"

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#version 120
#define END_SHADER
#include "/dimensions/composite10.fsh"

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#version 120
#define END_SHADER
#include "/dimensions/composite10.vsh"

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#version 120
#define END_SHADER
#include "/dimensions/composite11.fsh"

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#version 120
#define END_SHADER
#include "/dimensions/composite11.vsh"

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#version 120
#include "/lib/settings.glsl"
#define ENCHANT_GLINT
varying vec4 lmtexcoord;
varying vec4 color;
uniform sampler2D texture;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:2 */
void main() {
gl_FragData[0] = vec4(toLinear( texture2D(texture, lmtexcoord.xy).rgb * color.rgb), 0.1);
}
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#define ENCHANT_GLINT
/*
!! 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 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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord*lmcoord;
color = gl_Color;
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
#include "/lib/settings.glsl"
#define BEACON_BEAM
varying vec4 lmtexcoord;
varying vec2 texcoord;
varying vec4 color;
uniform sampler2D texture;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:28 */
void main() {
vec4 Albedo = texture2D(texture, texcoord.xy) * color * 1.5;
gl_FragData[0] = vec4(toLinear(Albedo.rgb), 1.0);
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.5);
}
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#define BEACON_BEAM
/*
!! 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 color;
varying vec2 texcoord;
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
texcoord = (gl_MultiTexCoord0).xy;
color = gl_Color;
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
//#extension GL_EXT_gpu_shader4 : disable
#define PCF
#define END_SHADER
#define DAMAGE_BLOCK_EFFECT
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
uniform sampler2D texture;
uniform sampler2D gaux1;
uniform vec4 lightCol;
uniform vec3 sunVec;
uniform vec3 upVec;
uniform vec2 texelSize;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform float sunElevation;
uniform float rainStrength;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float interleaved_gradientNoise(float temporal){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
return noise;
}
#ifdef PCF
const vec2 shadowOffsets[4] = vec2[4](vec2( 0.1250, 0.0000 ),
vec2( -0.1768, -0.1768 ),
vec2( -0.0000, 0.3750 ),
vec2( 0.3536, -0.3536 )
);
#endif
float facos(float sx){
float x = clamp(abs( sx ),0.,1.);
float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
return sx > 0. ? a : 3.14159265359 - a;
}
vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot)
{
float startJitter = (spinAngle/6.28);
float alpha = sqrt(sampleNumber + startJitter/nb );
float angle = alpha * (nbRot * 6.28) + spinAngle*2.;
float ssR = alpha;
float sin_v, cos_v;
sin_v = sin(angle);
cos_v = cos(angle);
return vec2(cos_v, sin_v)*ssR;
}
uniform int framemod8;
uniform int framecouter;
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:2 */
void main() {
gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
vec2 tempOffset=offsets[framemod8];
if (gl_FragData[0].a>0.1){
vec3 albedo = toLinear(gl_FragData[0].rgb);
vec3 normal = normalMat.xyz;
vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb;
vec3 diffuseLight = ambient;
gl_FragData[0].rgb = diffuseLight*albedo*8./1500.*0.1;
}
}
#include "/dimensions/all_translucent.fsh"

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#version 120
//#extension GL_EXT_gpu_shader4 : disable
#define TAA
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
#define END_SHADER
#define DAMAGE_BLOCK_EFFECT
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
attribute vec4 at_tangent;
#endif
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord;
gl_Position = ftransform();
color = gl_Color;
#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);
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}
#include "/dimensions/all_translucent.vsh"

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#version 120
#define GLOWING
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
#define GLOWING
#include "/dimensions/all_vanilla_emissives.vsh"

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#version 120
#define HAND
#define END_SHADER
#include "/dimensions/all_translucent.fsh"

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#version 120
#define HAND
#define END_SHADER
#include "/dimensions/all_translucent.vsh"

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#version 120
#include "/lib/settings.glsl"
#define SPIDER_EYES
varying vec4 lmtexcoord;
varying vec2 texcoord;
varying vec4 color;
uniform sampler2D texture;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:28 */
void main() {
vec4 Albedo = texture2D(texture, texcoord.xy) * color;
gl_FragData[0] = vec4(toLinear(Albedo.rgb), Albedo.a);
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.5);
}
#include "/dimensions/all_vanilla_emissives.fsh"

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#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#define SPIDER_EYES
/*
!! 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 color;
varying vec2 texcoord;
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.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
texcoord = (gl_MultiTexCoord0).xy;
color = gl_Color;
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}
#include "/dimensions/all_vanilla_emissives.vsh"