#include "/lib/settings.glsl" #include "/lib/res_params.glsl" #include "/lib/bokeh.glsl" #include "/lib/items.glsl" uniform float frameTimeCounter; #include "/lib/Shadow_Params.glsl" #if defined PHYSICSMOD_OCEAN_SHADER #include "/lib/oceans.glsl" #endif /* !! 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 sampler2D colortex4; uniform sampler2D noisetex; #ifdef OVERWORLD_SHADER flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; #include "/lib/scene_controller.glsl" #endif varying vec4 normalMat; varying vec3 binormal; varying vec4 tangent; varying vec3 flatnormal; #ifdef LARGE_WAVE_DISPLACEMENT varying vec3 largeWaveDisplacementNormal; #endif uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; varying vec3 viewVector; flat varying int glass; #if defined ENTITIES && defined IS_IRIS flat varying int NAMETAG; #endif attribute vec4 at_tangent; attribute vec4 mc_Entity; uniform vec3 sunPosition; uniform vec3 moonPosition; uniform vec3 cameraPosition; uniform float sunElevation; varying vec4 tangent_other; uniform int frameCounter; // uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; uniform int hideGUI; uniform float screenBrightness; uniform int heldItemId; uniform int heldItemId2; flat varying float HELD_ITEM_BRIGHTNESS; uniform vec2 texelSize; uniform int framemod8; #include "/lib/TAA_jitter.glsl" #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); } float getWave (vec3 pos, float range){ // return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2.0) * WATER_WAVE_STRENGTH * range; return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/125.0).r,5.0) * WATER_WAVE_STRENGTH * range; } vec3 getWaveNormal(vec3 posxz, float range){ float deltaPos = 0.5; vec3 coord = posxz; float h0 = getWave(coord,range); float h1 = getWave(coord - vec3(deltaPos,0.0,0.0),range); float h3 = getWave(coord - vec3(0.0,0.0,deltaPos),range); float xDelta = (h1-h0)/deltaPos * 1.5; float yDelta = (h3-h0)/deltaPos * 1.5; vec3 wave = normalize(vec3(xDelta, yDelta,1.0-pow(abs(xDelta+yDelta),2.0))); return wave; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { #if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN // basic texture to determine how shallow/far away from the shore the water is physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r; // transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet) vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w); // pass this to the fragment shader to fetch the texture there for per fragment normals physics_localPosition = finalPosition.xyz; vec3 position = mat3(gl_ModelViewMatrix) * vec3(finalPosition) + gl_ModelViewMatrix[3].xyz; #else vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; #endif // lmtexcoord.xy = (gl_MultiTexCoord0).xy; lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0; lmtexcoord.zw = lmcoord; #ifdef LARGE_WAVE_DISPLACEMENT if(mc_Entity.x == 8.0) { vec3 playerPos = mat3(gbufferModelViewInverse) * position.xyz; #ifdef DISTANT_HORIZONS float range = pow(1-pow(1-clamp(1.0 - length(playerPos) / far, 0.0,1.0),3.0),3.0); #else float range = min(1.0 + pow(length(playerPos) / 256,2.0), 256.0); #endif vec4 displacedVertex = vec4(gl_Vertex.x, gl_Vertex.y + (getWave(gl_Vertex.xyz + cameraPosition, range)*0.6-0.5), gl_Vertex.z, gl_Vertex.w); position = mat3(gl_ModelViewMatrix) * vec3(displacedVertex) + gl_ModelViewMatrix[3].xyz; playerPos = mat3(gbufferModelViewInverse) * position.xyz; largeWaveDisplacementNormal = getWaveNormal(playerPos + cameraPosition, range); } #endif vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; #ifdef PLANET_CURVATURE float curvature = length(worldpos) / (16*8); worldpos.y -= curvature*curvature * CURVATURE_AMOUNT; #endif position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; gl_Position = toClipSpace3(position); HELD_ITEM_BRIGHTNESS = 0.0; #ifdef Hand_Held_lights if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9; #endif // 1.0 = water mask // 0.9 = entity mask // 0.8 = reflective entities // 0.7 = reflective blocks float mat = 0.0; // water mask if(mc_Entity.x == 8.0) { mat = 1.0; } // translucent entities #if defined ENTITIES || defined BLOCKENTITIES mat = 0.9; if (entityId == 1803) mat = 0.8; #endif // translucent blocks if (mc_Entity.x >= 301 && mc_Entity.x <= 321) mat = 0.7; #if defined ENTITIES && defined IS_IRIS NAMETAG = 0; if (entityId == 1600) NAMETAG = 1; #endif tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),at_tangent.w); normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), mat); binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w); mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x, tangent.y, binormal.y, normalMat.y, tangent.z, binormal.z, normalMat.z); if(mc_Entity.x == 8.0) { largeWaveDisplacementNormal = normalize(largeWaveDisplacementNormal * tbnMatrix); }else{ largeWaveDisplacementNormal = normalMat.xyz; } flatnormal = normalMat.xyz; viewVector = position.xyz; viewVector = normalize(tbnMatrix * viewVector); color = vec4(gl_Color.rgb, 1.0); #ifdef OVERWORLD_SHADER lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; // WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition); WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition); vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition); vec3 WmoonVec = moonVec; if(dot(-moonVec, WsunVec) < 0.9999) WmoonVec = -moonVec; WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1)); readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog); #endif #ifdef TAA_UPSCALING gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; #endif #ifdef TAA #if defined ENTITIES && defined IS_IRIS // remove jitter for nametags lol if (entityId != 1600) gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #else gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif #endif #if DOF_QUALITY == 5 vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0); jitter = rotate(radians(float(frameCounter))) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; #if MANUAL_FOCUS == -2 float focusMul = 0; #elif MANUAL_FOCUS == -1 float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #else float focusMul = gl_Position.z - MANUAL_FOCUS; #endif vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif }