// #version 120 varying vec4 lmtexcoord; varying vec4 color; 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; uniform vec2 texelSize; uniform ivec2 eyeBrightnessSmooth; uniform float rainStrength; #include "/lib/settings.glsl" #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.); vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:2 */ void main() { gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color; vec3 Albedo = toLinear(gl_FragData[0].rgb); vec2 tempOffset = offsets[framemod8]; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 p3 = mat3(gbufferModelViewInverse) * fragpos; vec3 np3 = normVec(p3); vec3 Indirect_lighting = vec3(1.0); float lightmap = lmtexcoord.z; vec3 nothing = vec3(0.0); #ifdef END_SHADER float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(lightmap)),5.0)+0.1)); TorchLM = pow(TorchLM/4,10) + pow(lightmap,1.5)*0.5; vec3 TorchLight = (vec3(TORCH_R,TORCH_G,TORCH_B) * 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; Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap, nothing, nothing, nothing); #endif gl_FragData[0].rgb = Indirect_lighting * Albedo; }