#include "/lib/settings.glsl" #include "/lib/res_params.glsl" varying vec4 lmtexcoord; varying vec4 color; #ifdef OVERWORLD_SHADER const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadow; flat varying vec3 WsunVec; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; #endif uniform sampler2D texture; uniform sampler2D noisetex; uniform sampler2D colortex4; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowProjection; uniform vec3 cameraPosition; uniform float frameTimeCounter; #include "/lib/Shadow_Params.glsl" uniform vec2 texelSize; uniform ivec2 eyeBrightnessSmooth; uniform float rainStrength; #ifndef OVERWORLD_SHADER uniform float nightVision; #endif #ifdef OVERWORLD_SHADER #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #endif #include "/lib/diffuse_lighting.glsl" #include "/lib/sky_gradient.glsl" 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) 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; } 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.); //Mie phase function float phaseg(float x, float g){ float gg = g * g; return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:29 */ void main() { vec2 tempOffset = offsets[framemod8]; vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos; vec3 feetPlayerPos_normalized = normalize(feetPlayerPos); vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color; vec3 Albedo = toLinear(TEXTURE.rgb); vec2 lightmap = lmtexcoord.zw; #ifndef OVERWORLD_SHADER lightmap.y = 1.0; #endif #ifdef WEATHER gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff #endif #ifndef WEATHER #ifndef LINES gl_FragData[0].a = TEXTURE.a; #else gl_FragData[0].a = 1.0; #endif gl_FragData[1].a = 0.0; // for bloomy rain and stuff vec3 Direct_lighting = vec3(0.0); vec3 Indirect_lighting = vec3(0.0); vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B); #ifdef LIT Torch_Color *= LIT_PARTICLE_BRIGHTNESS; #endif #ifdef OVERWORLD_SHADER float Shadows = 1.0; vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; //do shadows only if on shadow map if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){ projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); Shadows = shadow2D(shadow, projectedShadowPosition).x; } float cloudShadow = GetCloudShadow(feetPlayerPos); Direct_lighting = (lightCol.rgb/80.0) * Shadows * cloudShadow; #ifndef LINES Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5; #endif Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, Torch_Color, clamp(lightmap.xy,0,1), 3.0); #endif #ifdef END_SHADER float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(lightmap.x)),5.0)+0.1)); TorchLM = pow(TorchLM/4,10) + pow(lightmap.x,1.5)*0.5; vec3 TorchLight = (Torch_Color * TorchLM * 0.75) * TORCH_AMOUNT; Indirect_lighting = max(vec3(0.5,0.75,1.0) * 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ) + TorchLight; #endif #ifdef NETHER_SHADER vec3 AmbientLightColor = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10; vec3 nothing = vec3(0.0); Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, Torch_Color, lightmap.x, nothing, nothing, nothing); #endif #ifdef FALLBACK_SHADER Indirect_lighting = DoAmbientLighting_Fallback(vec3(1.0), Torch_Color, lightmap.x, vec3(0.0), feetPlayerPos); #endif #ifndef LINES gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; #else gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb); #endif // distance fade targeting the world border... if(TEXTURE.a < 0.7 && TEXTURE.a > 0.2) gl_FragData[0] *= clamp(1.0 - length(feetPlayerPos) / 100.0 ,0.0,1.0); #endif }