update: automodpack
This commit is contained in:
@@ -0,0 +1,200 @@
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#if FXAA_TAA_INTERACTION > 0
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ivec2 neighbourhoodOffsets[8] = ivec2[8](
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ivec2( 1, 1),
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ivec2( 1,-1),
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ivec2(-1, 1),
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ivec2(-1,-1),
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ivec2( 1, 0),
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ivec2( 0, 1),
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ivec2(-1, 0),
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ivec2( 0,-1)
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);
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#endif
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//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
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float quality[12] = float[12] (1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0);
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void FXAA311(inout vec3 color) {
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float edgeThresholdMin = 0.03125;
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float edgeThresholdMax = 0.0625;
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float subpixelQuality = 0.75;
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int iterations = 12;
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vec2 view = 1.0 / vec2(viewWidth, viewHeight);
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float lumaCenter = GetLuminance(color);
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float lumaDown = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, -1), 0).rgb);
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float lumaUp = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, 1), 0).rgb);
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float lumaLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 0), 0).rgb);
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float lumaRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 0), 0).rgb);
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float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
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float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
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float lumaRange = lumaMax - lumaMin;
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if (lumaRange > max(edgeThresholdMin, lumaMax * edgeThresholdMax)) {
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float lumaDownLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, -1), 0).rgb);
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float lumaUpRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 1), 0).rgb);
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float lumaUpLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 1), 0).rgb);
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float lumaDownRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, -1), 0).rgb);
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float lumaDownUp = lumaDown + lumaUp;
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float lumaLeftRight = lumaLeft + lumaRight;
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float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
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float lumaDownCorners = lumaDownLeft + lumaDownRight;
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float lumaRightCorners = lumaDownRight + lumaUpRight;
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float lumaUpCorners = lumaUpRight + lumaUpLeft;
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float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) +
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abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 +
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abs(-2.0 * lumaRight + lumaRightCorners);
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float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) +
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abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 +
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abs(-2.0 * lumaDown + lumaDownCorners );
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bool isHorizontal = (edgeHorizontal >= edgeVertical);
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float luma1 = isHorizontal ? lumaDown : lumaLeft;
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float luma2 = isHorizontal ? lumaUp : lumaRight;
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float gradient1 = luma1 - lumaCenter;
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float gradient2 = luma2 - lumaCenter;
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bool is1Steepest = abs(gradient1) >= abs(gradient2);
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float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
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float stepLength = isHorizontal ? view.y : view.x;
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float lumaLocalAverage = 0.0;
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if (is1Steepest) {
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stepLength = - stepLength;
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lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
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} else {
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lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
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}
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vec2 currentUv = texCoord;
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if (isHorizontal) {
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currentUv.y += stepLength * 0.5;
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} else {
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currentUv.x += stepLength * 0.5;
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}
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vec2 offset = isHorizontal ? vec2(view.x, 0.0) : vec2(0.0, view.y);
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vec2 uv1 = currentUv - offset;
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vec2 uv2 = currentUv + offset;
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float lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
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float lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
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lumaEnd1 -= lumaLocalAverage;
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lumaEnd2 -= lumaLocalAverage;
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bool reached1 = abs(lumaEnd1) >= gradientScaled;
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bool reached2 = abs(lumaEnd2) >= gradientScaled;
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bool reachedBoth = reached1 && reached2;
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if (!reached1) {
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uv1 -= offset;
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}
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if (!reached2) {
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uv2 += offset;
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}
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if (!reachedBoth) {
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for (int i = 2; i < iterations; i++) {
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if (!reached1) {
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lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
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lumaEnd1 = lumaEnd1 - lumaLocalAverage;
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}
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if (!reached2) {
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lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
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lumaEnd2 = lumaEnd2 - lumaLocalAverage;
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}
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reached1 = abs(lumaEnd1) >= gradientScaled;
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reached2 = abs(lumaEnd2) >= gradientScaled;
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reachedBoth = reached1 && reached2;
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if (!reached1) {
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uv1 -= offset * quality[i];
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}
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if (!reached2) {
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uv2 += offset * quality[i];
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}
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if (reachedBoth) break;
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}
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}
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float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y);
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float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y);
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bool isDirection1 = distance1 < distance2;
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float distanceFinal = min(distance1, distance2);
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float edgeThickness = (distance1 + distance2);
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float pixelOffset = - distanceFinal / edgeThickness + 0.5;
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bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
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bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller;
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float finalOffset = correctVariation ? pixelOffset : 0.0;
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float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
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float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
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float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
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float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * subpixelQuality;
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finalOffset = max(finalOffset, subPixelOffsetFinal);
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// Compute the final UV coordinates.
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vec2 finalUv = texCoord;
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if (isHorizontal) {
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finalUv.y += finalOffset * stepLength;
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} else {
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finalUv.x += finalOffset * stepLength;
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}
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vec3 newColor = texture2D(colortex3, finalUv).rgb;
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#define FXAA_STRENGTH_SKIP 1.0 - FXAA_STRENGTH * 0.01
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#if FXAA_TAA_INTERACTION > 0
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// Less FXAA when moving
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float skipFXAA = min(
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20.0 * length(cameraPosition - previousCameraPosition),
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FXAA_TAA_INTERACTION * 0.1
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);
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float z0 = texelFetch(depthtex0, texelCoord, 0).r;
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float z1 = texelFetch(depthtex1, texelCoord, 0).r;
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bool edge = false;
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for (int i = 0; i < 8; i++) {
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ivec2 texelCoordM = texelCoord + neighbourhoodOffsets[i];
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float z0Check = texelFetch(depthtex0, texelCoordM, 0).r;
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float z1Check = texelFetch(depthtex1, texelCoordM, 0).r;
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if (max(abs(GetLinearDepth(z0Check) - GetLinearDepth(z0)), abs(GetLinearDepth(z1Check) - GetLinearDepth(z1))) > 0.09) {
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edge = true;
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break;
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}
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}
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if (edge) skipFXAA = 0.0;
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if (dot(texelFetch(colortex2, texelCoord, 0).rgb, vec3(1.0)) < 0.01) skipFXAA = 0.0;
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skipFXAA = mix(skipFXAA, 1.0, FXAA_STRENGTH_SKIP);
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#else
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float skipFXAA = FXAA_STRENGTH_SKIP;
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#endif
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color = mix(newColor, color, skipFXAA);
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// debug
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//if (skipFXAA > texCoord.y && texCoord.x < 0.02) color.rgb = vec3(1,0,1);
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}
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}
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@@ -0,0 +1,25 @@
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// Jitter offset from Chocapic13
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vec2 jitterOffsets[8] = vec2[8](
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vec2( 0.125,-0.375),
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vec2(-0.125, 0.375),
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vec2( 0.625, 0.125),
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vec2( 0.375,-0.625),
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vec2(-0.625, 0.625),
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vec2(-0.875,-0.125),
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vec2( 0.375,-0.875),
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vec2( 0.875, 0.875)
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);
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vec2 TAAJitter(vec2 coord, float w) {
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#if TAA_JITTER > 0
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vec2 offset = jitterOffsets[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
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#if TAA_JITTER == 1
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offset *= 0.125;
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#elif TAA_JITTER == 2
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offset *= 0.33;
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#endif
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return coord + offset;
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#else
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return coord;
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#endif
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}
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@@ -0,0 +1,208 @@
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#if TAA_SMOOTHING == 2
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float blendMinimum = 0.3;
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float blendVariable = 0.3;
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float blendConstant = 0.6;
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float regularEdge = 10.0;
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float extraEdgeMult = 2.0;
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float farEdgeDist = 128.0;
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#elif TAA_SMOOTHING == 3
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float blendMinimum = 0.35;
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float blendVariable = 0.2;
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float blendConstant = 0.7;
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float regularEdge = 6.0;
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float extraEdgeMult = 3.0;
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float farEdgeDist = 112.0;
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#elif TAA_SMOOTHING == 4
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float blendMinimum = 0.5;
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float blendVariable = 0.15;
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float blendConstant = 0.75;
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float regularEdge = 4.0;
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float extraEdgeMult = 3.5;
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float farEdgeDist = 96.0;
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#endif
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#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
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//Catmull-Rom sampling from Filmic SMAA presentation
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vec3 textureCatmullRom(sampler2D colortex, vec2 texcoord, vec2 view) {
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vec2 position = texcoord * view;
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vec2 centerPosition = floor(position - 0.5) + 0.5;
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vec2 f = position - centerPosition;
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vec2 f2 = f * f;
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vec2 f3 = f * f2;
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float c = 0.7;
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vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
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vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
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vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
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vec2 w3 = c * f3 - c * f2;
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vec2 w12 = w1 + w2;
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vec2 tc12 = (centerPosition + w2 / w12) / view;
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vec2 tc0 = (centerPosition - 1.0) / view;
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vec2 tc3 = (centerPosition + 2.0) / view;
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vec4 color = vec4(texture2DLod(colortex, vec2(tc12.x, tc0.y ), 0).rgb, 1.0) * (w12.x * w0.y ) +
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vec4(texture2DLod(colortex, vec2(tc0.x, tc12.y), 0).rgb, 1.0) * (w0.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc12.x, tc12.y), 0).rgb, 1.0) * (w12.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc3.x, tc12.y), 0).rgb, 1.0) * (w3.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc12.x, tc3.y ), 0).rgb, 1.0) * (w12.x * w3.y );
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return color.rgb / color.a;
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}
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#endif
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// Previous frame reprojection from Chocapic13
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vec2 Reprojection(vec4 viewPos1) {
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vec4 pos = gbufferModelViewInverse * viewPos1;
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vec4 previousPosition = pos + vec4(cameraPosition - previousCameraPosition, 0.0);
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previousPosition = gbufferPreviousModelView * previousPosition;
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previousPosition = gbufferPreviousProjection * previousPosition;
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return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
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}
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vec3 ClipAABB(vec3 q, vec3 aabb_min, vec3 aabb_max){
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vec3 p_clip = 0.5 * (aabb_max + aabb_min);
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vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
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vec3 v_clip = q - vec3(p_clip);
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vec3 v_unit = v_clip.xyz / e_clip;
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vec3 a_unit = abs(v_unit);
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float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
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if (ma_unit > 1.0)
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return vec3(p_clip) + v_clip / ma_unit;
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else
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return q;
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}
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ivec2 neighbourhoodOffsets[8] = ivec2[8](
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ivec2( 1, 1),
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ivec2( 1,-1),
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ivec2(-1, 1),
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ivec2(-1,-1),
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ivec2( 1, 0),
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ivec2( 0, 1),
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ivec2(-1, 0),
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ivec2( 0,-1)
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);
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void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float z0, float z1, inout float edge) {
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vec3 minclr = color; vec3 maxclr = minclr;
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int cc = 2;
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ivec2 texelCoordM1 = clamp(texelCoord, ivec2(cc), ivec2(view) - cc); // Fixes screen edges
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for (int i = 0; i < 8; i++) {
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ivec2 texelCoordM2 = texelCoordM1 + neighbourhoodOffsets[i];
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float z0CheckLinear = GetLinearDepth(texelFetch(depthtex0, texelCoordM2, 0).r);
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float z1CheckLinear = GetLinearDepth(texelFetch(depthtex1, texelCoordM2, 0).r);
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float z0Linear = GetLinearDepth(z0);
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float z1Linear = GetLinearDepth(z1);
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if (max(abs(z0CheckLinear - z0Linear), abs(z1CheckLinear - z1Linear)) > 0.09) {
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edge = regularEdge;
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float approxClosestDist = min(z0CheckLinear, z0Linear) * far;
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if (approxClosestDist < farEdgeDist)
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if (int(texelFetch(colortex6, texelCoordM2, 0).g * 255.1) == 253) // Reduced Edge TAA
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edge *= extraEdgeMult;
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}
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vec3 clr = texelFetch(colortex3, texelCoordM2, 0).rgb;
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minclr = min(minclr, clr); maxclr = max(maxclr, clr);
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}
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tempColor = ClipAABB(tempColor, minclr, maxclr);
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}
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void DoTAA(inout vec3 color, inout vec3 temp, float z1) {
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int materialMask = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
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vec4 screenPos1 = vec4(texCoord, z1, 1.0);
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vec4 viewPos1 = gbufferProjectionInverse * (screenPos1 * 2.0 - 1.0);
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viewPos1 /= viewPos1.w;
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float lViewPos1 = length(viewPos1);
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#ifdef ENTITY_TAA_NOISY_CLOUD_FIX
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float cloudLinearDepth = texture2D(colortex5, texCoord).a;
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if (pow2(cloudLinearDepth) * renderDistance < min(lViewPos1, renderDistance)) {
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// Material in question is obstructed by the cloud volume
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materialMask = 0;
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}
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#endif
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if (
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abs(materialMask - 149.5) < 50.0 // Entity Reflection Handling (see common.glsl for details)
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|| materialMask == 254 // No SSAO, No TAA, Reduce Reflection
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) {
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return;
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}
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/*if (materialMask == 254) { // No SSAO, No TAA, Reduce Reflection
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#ifndef CUSTOM_PBR
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if (z1 <= 0.56) return; // The edge pixel trick doesn't look nice on hand
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#endif
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int i = 0;
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while (i < 4) {
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int mms = int(texelFetch(colortex6, texelCoord + neighbourhoodOffsets[i], 0).g * 255.1);
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if (mms != materialMask) break;
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i++;
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} // Checking edge-pixels prevents flickering
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if (i == 4) return;
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}*/
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float z0 = texelFetch(depthtex0, texelCoord, 0).r;
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vec2 prvCoord = texCoord;
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if (z1 > 0.56) prvCoord = Reprojection(viewPos1);
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#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
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vec3 tempColor = textureCatmullRom(colortex2, prvCoord, view);
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#else
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vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
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#endif
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if (tempColor == vec3(0.0) || any(isnan(tempColor))) { // Fixes the first frame and nans
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temp = color;
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return;
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}
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float edge = 0.0;
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NeighbourhoodClamping(color, tempColor, z0, z1, edge);
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if (materialMask == 253) // Reduced Edge TAA
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edge *= extraEdgeMult;
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#ifdef DISTANT_HORIZONS
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if (z0 == 1.0) {
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blendMinimum = 0.75;
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blendVariable = 0.05;
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blendConstant = 0.9;
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||||
edge = 1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec2 velocity = (texCoord - prvCoord.xy) * view;
|
||||
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
|
||||
prvCoord.y > 0.0 && prvCoord.y < 1.0);
|
||||
float velocityFactor = dot(velocity, velocity) * 10.0;
|
||||
blendFactor *= max(exp(-velocityFactor) * blendVariable + blendConstant - min(length(cameraPosition - previousCameraPosition), 0.05) * edge, blendMinimum);
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
blendFactor *= 1.0 - isLightningActive();
|
||||
#endif
|
||||
|
||||
#ifdef MIRROR_DIMENSION
|
||||
blendFactor = 0.0;
|
||||
#endif
|
||||
|
||||
color = mix(color, tempColor, blendFactor);
|
||||
temp = color;
|
||||
|
||||
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,267 @@
|
||||
#if !defined AURORA_BOREALIS_GLSL
|
||||
#define AURORA_BOREALIS_GLSL
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
#include "/lib/colors/colorMultipliers.glsl"
|
||||
#endif
|
||||
#include "/lib/util/colorConversion.glsl"
|
||||
#define AURORA_CONDITION 3 //[-1 0 1 2 3 4]
|
||||
|
||||
#define AURORA_COLOR_PRESET 0 //[-1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14] // 0 is manual and default, 1 is daily, 2 is monthly and 3 is one color preset same with all numbers after
|
||||
|
||||
#define AURORA_UP_R 112 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_UP_G 36 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_UP_B 192 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_UP_I 33 //[0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78 80 83 85 88 90 93 95 98 100]
|
||||
|
||||
#define AURORA_DOWN_R 96 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_DOWN_G 255 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_DOWN_B 192 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
|
||||
#define AURORA_DOWN_I 33 //[0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78 80 83 85 88 90 93 95 98 100]
|
||||
|
||||
#define AURORA_SIZE 1.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00]
|
||||
#define AURORA_DRAW_DISTANCE 0.65 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
|
||||
#define RANDOM_AURORA 0 //[0 1 2 3 4 5 6 7 8 9]
|
||||
|
||||
//#define RGB_AURORA
|
||||
|
||||
#define AURORA_CLOUD_INFLUENCE_INTENSITY 1.00 //[0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.50 3.00]
|
||||
#define AURORA_TERRAIN_INFLUENCE_INTENSITY 1.00 //[0.00 0.25 0.50 0.75 1.00 1.25 1.50]
|
||||
|
||||
#define AURORA_NOISE_SCALE 1.00 //[0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00 3.05 3.10 3.15 3.20 3.25 3.30 3.35 3.40 3.45 3.50 3.55 3.60 3.65 3.70 3.75 3.80 3.85 3.90 3.95 4.00 4.05 4.10 4.15 4.20 4.25 4.30 4.35 4.40 4.45 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 5.00]
|
||||
#define AURORA_PATTERN_WARP 0 //[0 1 2 3 4 5 6 7 8 9 10]
|
||||
#define AURORA_SATURATION 10 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20]
|
||||
#define AURORA_COLOR_MIX_POWER 2.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0]
|
||||
|
||||
float GetAuroraVisibility(in float VdotU, float VdotUAmount) {
|
||||
float visibility = sqrt1(clamp01(mix(1.0, VdotU, VdotUAmount) * (AURORA_DRAW_DISTANCE * 1.125 + 0.75) - 0.225)) - sunVisibility - maxBlindnessDarkness;
|
||||
|
||||
#ifdef CLEAR_SKY_WHEN_RAINING
|
||||
visibility -= rainFactor * 0.5;
|
||||
#else
|
||||
visibility -= rainFactor;
|
||||
#endif
|
||||
|
||||
visibility *= 1.0 - VdotU * 0.9 * VdotUAmount;
|
||||
|
||||
#if AURORA_CONDITION == 1 || AURORA_CONDITION == 3
|
||||
visibility -= moonPhase;
|
||||
#endif
|
||||
#if AURORA_CONDITION == 2 || AURORA_CONDITION == 3
|
||||
visibility *= inSnowy;
|
||||
#endif
|
||||
#if AURORA_CONDITION == 4
|
||||
visibility = max(visibility * inSnowy, visibility - moonPhase);
|
||||
#endif
|
||||
#if AURORA_CONDITION == -1 // Always except new moon
|
||||
visibility *= clamp01(max(moonPhase, 1) % 4);
|
||||
#endif
|
||||
|
||||
#if RANDOM_AURORA > 0
|
||||
float randomValue = hash11(float(worldDay));
|
||||
if (randomValue > RANDOM_AURORA * 0.1) {
|
||||
visibility = -1.0; // Disable aurora this day
|
||||
}
|
||||
#endif
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
vec3 auroraUpA[] = vec3[](
|
||||
vec3(112.0, 36.0, 192.0), // [1] [2] Complementary
|
||||
vec3(112.0, 80.0, 255.0), // [3] Legacy Complementary (v4)
|
||||
vec3(168.0, 36.0, 88.0), // [4] permafrost
|
||||
vec3(255.0, 68.0, 124.0), // [5] Blossoming Lights (Pink)
|
||||
vec3(72.0, 96.0, 192.0), // [6] Nebula
|
||||
vec3(24.0, 255.0, 140.0), // [7] Celestial Dance
|
||||
vec3(255.0, 220.0, 255.0), // [8] Green Flash
|
||||
vec3(64.0, 255.0, 255.0), // [9] Ethereal Lights
|
||||
vec3(0.0, 20.0, 60.0), // [10] Glacial Blessing
|
||||
vec3(132.0, 0.0, 200.0), // [11] Mythical Lights
|
||||
vec3(120.0, 212.0, 56.0), // [12] watermelon
|
||||
vec3(0.0, 255.0, 255.0), // [13] blood bath
|
||||
vec3(255.0, 80.0, 112.0) // [14] Ghost
|
||||
);
|
||||
vec3 auroraDownA[] = vec3[](
|
||||
vec3(96.0, 255.0, 192.0), // [1] [2] Complementary
|
||||
vec3(80.0, 255.0, 180.0), // [3] Legacy Complementary (v4)
|
||||
vec3(60.0, 184.0, 152.0), // [4] permafrost
|
||||
vec3(160.0, 96.0, 255.0), // [5] Blossoming Lights (Pink)
|
||||
vec3(172.0, 44.0, 88.0), // [6] Nebula
|
||||
vec3(108.0, 72.0, 255.0), // [7] Celestial Dance
|
||||
vec3(68.0, 255.0, 72.0), // [8] Green Flash
|
||||
vec3(128.0, 64.0, 128.0), // [9] Ethereal Lights
|
||||
vec3(0.0, 24.0, 36.0), // [10] Glacial Blessing
|
||||
vec3(56.0, 168.0, 255.0), // [11] Mythical Lights
|
||||
vec3(176.0, 88.0, 72.0), // [12] watermelon
|
||||
vec3(180.0, 0.0, 0.0), // [13] blood bath
|
||||
vec3(80.0, 255.0, 180.0) // [14] Ghost
|
||||
);
|
||||
|
||||
vec2 warpAuroraCoords(vec2 coord, float warpAmount) {
|
||||
float angle = texture2D(noisetex, coord * 0.5).r * 6.28318 * warpAmount;
|
||||
float strength = texture2D(noisetex, coord * 0.7 + 0.5).r * warpAmount;
|
||||
vec2 offset = vec2(cos(angle), sin(angle)) * strength;
|
||||
return coord + offset;
|
||||
}
|
||||
|
||||
void GetAuroraColor(in vec2 wpos, out vec3 auroraUp, out vec3 auroraDown) {
|
||||
#ifdef RGB_AURORA
|
||||
auroraUp = getRainbowColor(wpos, 0.06);
|
||||
auroraDown = getRainbowColor(wpos, 0.05);
|
||||
#elif AURORA_COLOR_PRESET == 0
|
||||
auroraUp = vec3(AURORA_UP_R, AURORA_UP_G, AURORA_UP_B);
|
||||
auroraDown = vec3(AURORA_DOWN_R, AURORA_DOWN_G, AURORA_DOWN_B);
|
||||
#elif AURORA_COLOR_PRESET == -1
|
||||
float randomValue = hash11(float(worldDay));
|
||||
randomValue = pow(randomValue, 0.7); // Bias towards higher values (more transitions)
|
||||
float transitionsPerNight = min(randomValue * 2.0, 1.75);
|
||||
float idx, frac = modf(nightFactor * transitionsPerNight, idx);
|
||||
|
||||
int dayOffset = worldDay % auroraUpA.length();
|
||||
|
||||
int colorsCount = auroraUpA.length();
|
||||
int i0 = (int(idx) + dayOffset) % colorsCount;
|
||||
int i1 = (i0 + 1) % colorsCount;
|
||||
|
||||
// Interpolate in OKLab color space for perceptually uniform transitions
|
||||
vec3 oklabUp0 = rgb2oklab(auroraUpA[i0] / 255.0);
|
||||
vec3 oklabUp1 = rgb2oklab(auroraUpA[i1] / 255.0);
|
||||
vec3 oklabDown0 = rgb2oklab(auroraDownA[i0] / 255.0);
|
||||
vec3 oklabDown1 = rgb2oklab(auroraDownA[i1] / 255.0);
|
||||
|
||||
auroraUp = oklab2rgb(mix(oklabUp0, oklabUp1, frac)) * 255.0;
|
||||
auroraDown = oklab2rgb(mix(oklabDown0, oklabDown1, frac)) * 255.0;
|
||||
#else
|
||||
#if AURORA_COLOR_PRESET == 1
|
||||
int p = worldDay % auroraUpA.length();
|
||||
#elif AURORA_COLOR_PRESET == 2
|
||||
int p = worldDay % (auroraUpA.length() * 8) / 8;
|
||||
#else
|
||||
const int p = AURORA_COLOR_PRESET - 2;
|
||||
#endif
|
||||
|
||||
auroraUp = auroraUpA[p];
|
||||
auroraDown = auroraDownA[p];
|
||||
#endif
|
||||
auroraUp = max(auroraUp, vec3(0.001));
|
||||
auroraDown = max(auroraDown, vec3(0.001));
|
||||
|
||||
auroraUp *= (AURORA_UP_I * 0.093 + 3.1) / GetLuminance(auroraUp);
|
||||
auroraDown *= (AURORA_DOWN_I * 0.245 + 8.15) / GetLuminance(auroraDown);
|
||||
|
||||
#if AURORA_SATURATION != 10
|
||||
auroraUp = rgb2hsv(auroraUp);
|
||||
auroraUp.g *= AURORA_SATURATION * 0.1;
|
||||
auroraUp = hsv2rgb(auroraUp);
|
||||
|
||||
auroraDown = rgb2hsv(auroraDown);
|
||||
auroraDown.g *= AURORA_SATURATION * 0.1;
|
||||
auroraDown = hsv2rgb(auroraDown);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 getAuroraAmbientColor(vec3 color, vec3 viewPos, float multiplier, float influence, float VdotUAmount) {
|
||||
float visibility = GetAuroraVisibility(0.5, VdotUAmount);
|
||||
if (visibility > 0) {
|
||||
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
|
||||
wpos.xz /= (abs(wpos.y) + length(wpos.xz));
|
||||
|
||||
vec3 auroraUp, auroraDown;
|
||||
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
|
||||
|
||||
vec3 auroraColor = mix(auroraUp, auroraDown, 0.8);
|
||||
#ifdef COMPOSITE1
|
||||
visibility *= influence;
|
||||
return mix(color, auroraColor, visibility);
|
||||
#endif
|
||||
auroraColor *= multiplier;
|
||||
visibility *= influence;
|
||||
#ifdef DEFERRED1
|
||||
return mix(color, saturateColors(auroraColor, 0.8) * visibility * 0.45, visibility);
|
||||
#endif
|
||||
float luminanceColor = GetLuminance(color);
|
||||
vec3 newColor = mix(color, mix(color, vec3(luminanceColor), 0.88), visibility);
|
||||
newColor *= mix(vec3(1.0), auroraColor * luminanceColor * 10.0, visibility);
|
||||
return clamp01(newColor);
|
||||
// return mix(color, color * auroraColor, visibility); // old, keep it for now
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 GetAuroraBorealis(vec3 viewPos, float VdotU, float dither) {
|
||||
float visibility = GetAuroraVisibility(VdotU, 1.0);
|
||||
|
||||
if (visibility > 0.0) {
|
||||
vec3 aurora = vec3(0.0);
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * viewPos;
|
||||
wpos.xz /= wpos.y;
|
||||
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
|
||||
cameraPositionM.x += syncedTime * 0.04;
|
||||
|
||||
#ifdef DEFERRED1
|
||||
int sampleCount = 25;
|
||||
int sampleCountP = sampleCount + 5;
|
||||
#else
|
||||
int sampleCount = 10;
|
||||
int sampleCountP = sampleCount + 10;
|
||||
#endif
|
||||
|
||||
float ditherM = dither + 5.0;
|
||||
float auroraAnimate = frameTimeCounter * 0.001;
|
||||
|
||||
vec3 auroraUp, auroraDown;
|
||||
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
float current = pow2((i + ditherM) / sampleCountP);
|
||||
|
||||
vec2 planePos = wpos.xz * (AURORA_SIZE * 0.8 + current) * 11.0 * AURORA_NOISE_SCALE + cameraPositionM;
|
||||
|
||||
#if AURORA_STYLE == 1
|
||||
planePos = floor(planePos) * 0.0007;
|
||||
|
||||
#if AURORA_PATTERN_WARP > 0
|
||||
planePos = warpAuroraCoords(planePos, AURORA_PATTERN_WARP * 0.0057);
|
||||
#endif
|
||||
|
||||
float noise = texture2DLod(noisetex, planePos, 0.0).b;
|
||||
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
|
||||
|
||||
noise *= pow1_5(texture2DLod(noisetex, planePos * 100.0 + auroraAnimate, 0.0).b);
|
||||
#else
|
||||
planePos *= 0.0007;
|
||||
|
||||
#if AURORA_PATTERN_WARP > 0
|
||||
planePos = warpAuroraCoords(planePos, AURORA_PATTERN_WARP * 0.0082);
|
||||
#endif
|
||||
|
||||
float noise = texture2DLod(noisetex, planePos, 0.0).r;
|
||||
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
|
||||
|
||||
noise *= texture2DLod(noisetex, planePos * 3.0 + auroraAnimate, 0.0).b;
|
||||
noise *= texture2DLod(noisetex, planePos * 5.0 - auroraAnimate, 0.0).b;
|
||||
#endif
|
||||
|
||||
float currentM = 1.0 - current;
|
||||
|
||||
aurora += noise * currentM * mix(auroraUp, auroraDown, pow(pow2(currentM), AURORA_COLOR_MIX_POWER));
|
||||
}
|
||||
|
||||
#if AURORA_STYLE == 1
|
||||
aurora *= 1.3;
|
||||
#else
|
||||
aurora *= 1.8;
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
aurora *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
|
||||
#endif
|
||||
|
||||
return aurora * visibility / sampleCount;
|
||||
}
|
||||
|
||||
return vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,68 @@
|
||||
vec3 GetBedrockNoise(vec3 viewPos, float VdotU, float dither) {
|
||||
float eyeAltitude1 = eyeAltitude * 0.005;
|
||||
float visibility = clamp01(-VdotU * 1.875 - 0.225) * (1.0 - maxBlindnessDarkness);
|
||||
visibility *= 1.0 + VdotU * 0.75;
|
||||
|
||||
float distanceAboveBedrock = bedrockLevel - eyeAltitude;
|
||||
|
||||
float fadeStart = 180.0;
|
||||
float fadeWidth = 50.0;
|
||||
|
||||
float noiseHeight = 2.0 / (1.0 + exp(-(fadeStart - distanceAboveBedrock) / fadeWidth));
|
||||
|
||||
visibility *= -eyeAltitude1 * 3.0 + (bedrockLevel / 66.6) + 2.0;
|
||||
|
||||
if (visibility >= 0.0) {
|
||||
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
|
||||
wpos /= (abs(wpos.y) + length(wpos.xz) * 0.5);
|
||||
|
||||
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
|
||||
cameraPositionM.x += frameTimeCounter * 0.004;
|
||||
float VdotUM = 1.0 - VdotU * VdotU;
|
||||
|
||||
// Star calculation
|
||||
vec2 starCoord = noiseHeight * wpos.xz * 0.2 + cameraPositionM * 0.1;
|
||||
starCoord = floor(starCoord * 1024.0) / 1024.0;
|
||||
|
||||
float star = GetStarNoise(starCoord.xy) *
|
||||
GetStarNoise(starCoord.xy+0.1) *
|
||||
GetStarNoise(starCoord.xy+0.23);
|
||||
star = max0((star - 0.4) * 6.0);
|
||||
star *= star;
|
||||
|
||||
vec3 stars = star * vec3(0.1765, 0.1569, 0.1804) * (VdotUM + 0.3);
|
||||
|
||||
float wind = fract(frameTimeCounter * 0.0125);
|
||||
const int sampleCount = 1;
|
||||
const int sampleCountP = sampleCount + 5;
|
||||
float ditherM = dither + 5.0;
|
||||
|
||||
vec3 spots = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
float current = pow2((i + ditherM) / sampleCountP);
|
||||
float currentM = 1.0 - current;
|
||||
|
||||
vec2 planePos = wpos.xz * (0.5 + current) * noiseHeight;
|
||||
planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 20.0;
|
||||
|
||||
float noiseSpots = texture2DLod(noisetex, floor(planePos) * 0.1, 0.0).g;
|
||||
vec3 noise = texture2DLod(noisetex, vec2(noiseSpots) + wind * 0.3, 0.0).b * vec3(0.3);
|
||||
|
||||
spots += noise * currentM * 6.0;
|
||||
}
|
||||
|
||||
#ifdef OVERWORLD
|
||||
spots = (spots - 0.5) * 1.5 + 0.5; // contrast
|
||||
#else
|
||||
spots = (spots - 0.5) * 3.5 + 0.5; // contrast
|
||||
#endif
|
||||
|
||||
spots += stars;
|
||||
|
||||
float clampedNoiseHeight = clamp01(noiseHeight);
|
||||
return spots * visibility / sampleCount * clampedNoiseHeight + clampedNoiseHeight - 1.0;
|
||||
}
|
||||
|
||||
return vec3(0.0);
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
#ifndef INCLUDE_CLOUD_COORD
|
||||
#define INCLUDE_CLOUD_COORD
|
||||
|
||||
#include "/lib/shaderSettings/clouds.glsl"
|
||||
|
||||
const float cloudNarrowness = CLOUD_NARROWNESS;
|
||||
|
||||
// Thanks to SixthSurge
|
||||
vec2 GetRoundedCloudCoord(vec2 pos, float cloudRoundness) { // cloudRoundness is meant to be 0.125 for clouds and 0.35 for cloud shadows
|
||||
vec2 coord = pos.yx + 0.5;
|
||||
#ifdef ROTATE_REIMAGINED_CLOUDS_90_NEW
|
||||
coord = coord.yx;
|
||||
#endif
|
||||
vec2 signCoord = sign(coord);
|
||||
coord = abs(coord) + 1.0;
|
||||
vec2 i, f = modf(coord, i);
|
||||
f = smoothstep(0.5 - cloudRoundness, 0.5 + cloudRoundness, f);
|
||||
coord = i + f;
|
||||
return (coord - 0.5) * signCoord / 256.0;
|
||||
}
|
||||
|
||||
vec3 ModifyTracePos(vec3 tracePos, int cloudAltitude) {
|
||||
#if CLOUD_SPEED_MULT == 100
|
||||
float wind = syncedTime;
|
||||
#else
|
||||
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
|
||||
float wind = frameTimeCounter * CLOUD_SPEED_MULT_M;
|
||||
#endif
|
||||
|
||||
if (cloudAltitude != cloudAlt1i) {
|
||||
wind *= CLOUD_LAYER2_SPEED_MULT;
|
||||
}
|
||||
|
||||
#if CLOUD_DIRECTION == 1
|
||||
tracePos.x -= wind;
|
||||
tracePos.z += cloudAltitude * 64.0;
|
||||
#else
|
||||
tracePos.z -= wind;
|
||||
tracePos.x += cloudAltitude * 64.0;
|
||||
#endif
|
||||
|
||||
tracePos.xz *= cloudNarrowness;
|
||||
return tracePos.xyz;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,198 @@
|
||||
#include "/lib/shaderSettings/clouds.glsl"
|
||||
#if CLOUD_UNBOUND_SIZE_MULT != 100
|
||||
#define CLOUD_UNBOUND_SIZE_MULT_M CLOUD_UNBOUND_SIZE_MULT * 0.01
|
||||
#endif
|
||||
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
#include "/lib/colors/cloudColors.glsl"
|
||||
#include "/lib/atmospherics/sky.glsl"
|
||||
|
||||
float InterleavedGradientNoiseForClouds() {
|
||||
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
|
||||
#ifdef TAA
|
||||
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
|
||||
#else
|
||||
return fract(n);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if SHADOW_QUALITY > -1
|
||||
vec3 GetShadowOnCloudPosition(vec3 tracePos, vec3 cameraPos) {
|
||||
vec3 wpos = PlayerToShadow(tracePos - cameraPos);
|
||||
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
|
||||
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
|
||||
vec3 shadowPosition = vec3(vec2(wpos.xy / distortFactor), wpos.z * 0.2);
|
||||
return shadowPosition * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
bool GetShadowOnCloud(vec3 tracePos, vec3 cameraPos, int cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
|
||||
const float cloudShadowOffset = 0.5;
|
||||
|
||||
vec3 shadowPosition0 = GetShadowOnCloudPosition(tracePos, cameraPos);
|
||||
if (length(shadowPosition0.xy * 2.0 - 1.0) < 1.0) {
|
||||
float shadowsample0 = shadow2D(shadowtex0, shadowPosition0).z;
|
||||
|
||||
if (shadowsample0 == 0.0) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
#include "/lib/atmospherics/clouds/reimaginedClouds.glsl"
|
||||
#endif
|
||||
#ifdef CLOUDS_UNBOUND
|
||||
#include "/lib/atmospherics/clouds/unboundClouds.glsl"
|
||||
#endif
|
||||
|
||||
vec4 GetClouds(inout float cloudLinearDepth, float skyFade, vec3 cameraPosOffset, vec3 playerPos, vec3 viewPos,
|
||||
float lViewPos, float VdotS, float VdotU, float dither, vec3 auroraBorealis, vec3 nightNebula, vec3 sunVec) {
|
||||
vec4 clouds = vec4(0.0);
|
||||
|
||||
vec3 nPlayerPos = normalize(playerPos);
|
||||
float lViewPosM = lViewPos < renderDistance * 1.5 ? lViewPos - 1.0 : 1000000000.0;
|
||||
float skyMult0 = pow2(skyFade * 3.333333 - 2.333333);
|
||||
|
||||
#if IRIS_VERSION >= 10800
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
float modFactor = 1.0 / cloudNarrowness * 256.0;
|
||||
#else
|
||||
#if CLOUD_UNBOUND_SIZE_MULT == 100
|
||||
float modFactor = 1.0 / cloudNarrowness;
|
||||
#else
|
||||
float modFactor = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
int modFactorM = int(modFactor);
|
||||
|
||||
vec2 cameraPositionBIM = cameraPositionInt.xz - modFactorM * (cameraPositionInt.xz / modFactorM);
|
||||
|
||||
vec3 cameraPos = vec3(
|
||||
cameraPositionBIM.x + cameraPositionBestFract.x,
|
||||
cameraPosition.y,
|
||||
cameraPositionBIM.y + cameraPositionBestFract.z
|
||||
);
|
||||
|
||||
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
|
||||
float layer2ScaleFactor = CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
|
||||
#if CLOUD_UNBOUND_SIZE_MULT == 100
|
||||
float modFactor2 = 1.0 / (cloudNarrowness * layer2ScaleFactor);
|
||||
#else
|
||||
float modFactor2 = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M * layer2ScaleFactor);
|
||||
#endif
|
||||
|
||||
int modFactorM2 = int(modFactor2);
|
||||
|
||||
vec2 cameraPositionBIM2 = cameraPositionInt.xz - modFactorM2 * (cameraPositionInt.xz / modFactorM2);
|
||||
|
||||
vec3 cameraPos2 = vec3(
|
||||
cameraPositionBIM2.x + cameraPositionBestFract.x,
|
||||
cameraPosition.y,
|
||||
cameraPositionBIM2.y + cameraPositionBestFract.z
|
||||
);
|
||||
#endif
|
||||
#else
|
||||
vec3 cameraPos = cameraPosition;
|
||||
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
|
||||
vec3 cameraPos2 = cameraPosition;
|
||||
#endif
|
||||
#endif
|
||||
cameraPos += cameraPosOffset;
|
||||
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
|
||||
cameraPos2 += cameraPosOffset;
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
float thresholdF = 4000.0;
|
||||
#else
|
||||
float thresholdF = 4000.0;
|
||||
#endif
|
||||
|
||||
//float thresholdMix = pow2(clamp01(VdotU * 15.0));
|
||||
//thresholdF = mix(far, thresholdF, thresholdMix * 0.5 + 0.5);
|
||||
thresholdF *= CLOUD_RENDER_DISTANCE;
|
||||
|
||||
#if RAINBOW_CLOUD != 0
|
||||
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
|
||||
wpos /= (abs(wpos.y) + length(wpos.xz));
|
||||
|
||||
vec3 rainbowColor = getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.35, 0.05);
|
||||
cloudRainColor *= rainbowColor;
|
||||
cloudAmbientColor *= rainbowColor;
|
||||
cloudLightColor *= rainbowColor;
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
cloudAmbientColor *= 1.0 - 0.25 * rainFactor;
|
||||
#endif
|
||||
|
||||
vec3 cloudColorMult = vec3(1.0);
|
||||
#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
|
||||
cloudColorMult *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
|
||||
#endif
|
||||
cloudAmbientColor *= cloudColorMult;
|
||||
cloudLightColor *= cloudColorMult;
|
||||
|
||||
#if defined CLOUDS_REIMAGINED && defined DOUBLE_REIM_CLOUDS
|
||||
int maxCloudAlt = max(cloudAlt1i, cloudAlt2i);
|
||||
int minCloudAlt = min(cloudAlt1i, cloudAlt2i);
|
||||
|
||||
if (abs(cameraPos.y - minCloudAlt) < abs(cameraPos.y - maxCloudAlt)) {
|
||||
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
if (clouds.a == 0.0) {
|
||||
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
}
|
||||
} else {
|
||||
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
if (clouds.a == 0.0) {
|
||||
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
}
|
||||
}
|
||||
|
||||
#elif defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
|
||||
float cloudLinearDepth1 = 1.0;
|
||||
float cloudLinearDepth2 = 1.0;
|
||||
//The order of calculating the clouds actually matters here
|
||||
vec4 clouds1 = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth1, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
vec4 clouds2 = GetVolumetricClouds(cloudAlt2i, thresholdF, cloudLinearDepth2, skyFade, skyMult0,
|
||||
cameraPos2, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
|
||||
|
||||
if (clouds1.a * clouds2.a < 1e-36)
|
||||
clouds = clouds1 * sign(max(0.0, clouds1.a - 1e-36)) + clouds2 * sign(max(0.0, clouds2.a - 1e-36));
|
||||
else {
|
||||
if (cloudLinearDepth1 < cloudLinearDepth2)
|
||||
clouds = vec4(mix(clouds2.rgb, clouds1.rgb, clouds1.w), mix(clouds2.w, 1.0, clouds1.w));
|
||||
else
|
||||
clouds = vec4(mix(clouds1.rgb, clouds2.rgb, clouds2.w), mix(clouds1.w, 1.0, clouds2.w));
|
||||
}
|
||||
|
||||
cloudLinearDepth = min(clouds1.a > 0.5 ? cloudLinearDepth1 : 1.0, clouds2.a > 0.5 ? cloudLinearDepth2 : 1.0);
|
||||
#else
|
||||
clouds = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth, skyFade, skyMult0,
|
||||
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos) ;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
clouds.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
clouds.rgb *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
#if AURORA_STYLE > 0
|
||||
clouds.rgb += auroraBorealis * 0.1;
|
||||
#endif
|
||||
#if NIGHT_NEBULAE == 1
|
||||
clouds.rgb += nightNebula * 0.2;
|
||||
#endif
|
||||
|
||||
return clouds;
|
||||
}
|
||||
@@ -0,0 +1,236 @@
|
||||
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
|
||||
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
|
||||
|
||||
#ifdef DOUBLE_REIM_CLOUDS
|
||||
const float cloudStretch = CLOUD_STRETCH * 4.2;
|
||||
const float L2cloudStretch = cloudStretch * CLOUD_REIMAGINED_LAYER2_HEIGHT;
|
||||
const float cloudTallness = cloudStretch * 2.0;
|
||||
#else
|
||||
const float cloudStretch = CLOUD_STRETCH * 4.2;
|
||||
const float cloudTallness = cloudStretch * 2.0;
|
||||
#endif
|
||||
const float cloudRoundness = CLOUD_ROUNDNESS;
|
||||
|
||||
bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
|
||||
tracePosM = ModifyTracePos(tracePos, cloudAltitude);
|
||||
vec2 coord = GetRoundedCloudCoord(tracePosM.xz, cloudRoundness);
|
||||
|
||||
#ifdef DEFERRED1
|
||||
float noise = texture2D(colortex3, coord).b;
|
||||
#else
|
||||
float noise = texture2D(gaux4, coord).b;
|
||||
#endif
|
||||
|
||||
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
|
||||
threshold = pow2(pow2(pow2(threshold)));
|
||||
return noise > threshold * 0.5 + 0.25;
|
||||
}
|
||||
|
||||
float Get2DCloudSample(vec2 pos) {
|
||||
#ifdef DEFERRED1
|
||||
return texture2D(colortex3, GetRoundedCloudCoord(pos, cloudRoundness)).b;
|
||||
#else
|
||||
return texture2D(gaux4, GetRoundedCloudCoord(pos, cloudRoundness)).b;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
|
||||
vec4 volumetricClouds = vec4(0.0);
|
||||
|
||||
// Use local variables to avoid modifying globals
|
||||
float localCloudStretch = cloudStretch;
|
||||
float localCloudTallness = cloudTallness;
|
||||
|
||||
#ifdef DOUBLE_REIM_CLOUDS
|
||||
if (cloudAltitude != cloudAlt1i) { // second layer
|
||||
localCloudStretch = L2cloudStretch;
|
||||
localCloudTallness = 2.0 * localCloudStretch;
|
||||
}
|
||||
#endif
|
||||
|
||||
float higherPlaneAltitude = cloudAltitude + localCloudStretch;
|
||||
float lowerPlaneAltitude = cloudAltitude - localCloudStretch;
|
||||
|
||||
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
|
||||
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
|
||||
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
|
||||
minPlaneDistance = max(minPlaneDistance, 0.0);
|
||||
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
|
||||
if (maxPlaneDistance < 0.0) return vec4(0.0);
|
||||
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
|
||||
|
||||
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
|
||||
int sampleCount = max(int(planeDistanceDif) / 16, 6);
|
||||
#elif CLOUD_QUALITY_INTERNAL == 2
|
||||
int sampleCount = max(int(planeDistanceDif) / 8, 12);
|
||||
#elif CLOUD_QUALITY_INTERNAL == 3 || CLOUD_QUALITY_INTERNAL == 4
|
||||
int sampleCount = max(int(planeDistanceDif), 12);
|
||||
#endif
|
||||
|
||||
float stepMult = planeDistanceDif / sampleCount;
|
||||
vec3 traceAdd = nPlayerPos * stepMult;
|
||||
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
|
||||
tracePos += traceAdd * dither;
|
||||
tracePos.y -= traceAdd.y;
|
||||
|
||||
#ifdef FIX_AMD_REFLECTION_CRASH
|
||||
sampleCount = min(sampleCount, 30); //BFARC
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.032, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
tracePos += traceAdd;
|
||||
|
||||
vec3 cloudPlayerPos = tracePos - cameraPos;
|
||||
float lTracePos = length(cloudPlayerPos);
|
||||
float lTracePosXZ = length(cloudPlayerPos.xz);
|
||||
float cloudMult = 1.0;
|
||||
if (lTracePosXZ > distanceThreshold) break;
|
||||
if (lTracePos > lViewPosM) {
|
||||
if (skyFade < 0.7) continue;
|
||||
else cloudMult = skyMult0;
|
||||
}
|
||||
|
||||
vec3 tracePosM;
|
||||
if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
|
||||
float lightMult = 1.0;
|
||||
|
||||
#if SHADOW_QUALITY > -1
|
||||
float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
|
||||
if (shadowLength > lTracePos)
|
||||
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
|
||||
#ifdef CLOUD_CLOSED_AREA_CHECK
|
||||
if (eyeBrightness.y != 240) continue;
|
||||
else
|
||||
#endif
|
||||
lightMult = 0.25;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef INVERTED_CLOUD_SHADING
|
||||
float cloudShading = (higherPlaneAltitude - tracePos.y) / localCloudTallness;
|
||||
#else
|
||||
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / localCloudTallness;
|
||||
#endif
|
||||
cloudShading = pow(max0(cloudShading), max0(CLOUD_SHADING_AMOUNT * 0.1 - 0.2));
|
||||
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
|
||||
|
||||
#if CLOUD_QUALITY_INTERNAL >= 2
|
||||
#ifdef DEFERRED1
|
||||
float cloudShadingM = 1.0 - pow2(cloudShading);
|
||||
#else
|
||||
float cloudShadingM = 1.0 - cloudShading;
|
||||
#endif
|
||||
|
||||
float gradientNoise = InterleavedGradientNoiseForClouds();
|
||||
|
||||
vec3 cLightPos = tracePosM;
|
||||
vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
|
||||
cLightPosAdd *= shadowTime;
|
||||
|
||||
float light = 2.0;
|
||||
cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
|
||||
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
|
||||
cLightPos += gradientNoise * cLightPosAdd;
|
||||
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
|
||||
|
||||
float VdotSM2 = VdotSM1 * shadowTime * 0.25;
|
||||
VdotSM2 += 0.5 * cloudShading + 0.08;
|
||||
cloudShading = VdotSM2 * light * lightMult;
|
||||
#endif
|
||||
|
||||
#if CLOUD_SUN_MOON_SHADING > 0
|
||||
float visibilityFactor = 1.0;
|
||||
#if CLOUD_SUN_MOON_SHADING == 1
|
||||
visibilityFactor = 1.0 - sunVisibility;
|
||||
#elif CLOUD_SUN_MOON_SHADING == 2
|
||||
visibilityFactor = sunVisibility;
|
||||
#endif
|
||||
|
||||
if (visibilityFactor > 0.0) {
|
||||
vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
|
||||
float cloudLightRadius = 375.0;
|
||||
|
||||
float aboveFade = 1.0 - smoothstep(-20.0, 0.0, cameraPos.y - cloudAltitude);
|
||||
float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
|
||||
vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
|
||||
|
||||
float moonVisibility = abs(1.0 - moonPhase / 4.0);
|
||||
float sunMult = mix(moonVisibility, 0.75, sunVisibility);
|
||||
float falloff = exp((1.0 - max0(1.0 - length(posVector) / cloudLightRadius)) * -6.0) * aboveFade * sunMult;
|
||||
|
||||
float sunCloudMult = clamp01(falloff * 2.5 * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.6));
|
||||
|
||||
vec3 bloodMoonCloudColor = vec3(1.0);
|
||||
#if BLOOD_MOON > 0
|
||||
bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
|
||||
cloudLightColor += bloodMoonCloudColor * sunCloudMult * 0.11 * visibilityFactor;
|
||||
cloudShading += sunCloudMult * 1.5 * visibilityFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if BLOOD_MOON > 0
|
||||
vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
|
||||
cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
|
||||
#endif
|
||||
|
||||
vec3 colorSample = cloudAmbientColor * 0.95 * (1.0 - 0.35 * cloudShading) + cloudLightColor * (0.1 + cloudShading);
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
// Lightning flashes around lightning bolt position
|
||||
vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
|
||||
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 450.0, 0.0, 0) * isLightningActive() * 10.0;
|
||||
colorSample += lightningAdd.y;
|
||||
|
||||
// Thunderstorm cloud highlights (randomly appear in stormy weather)
|
||||
float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.005);
|
||||
colorSample += highlightBoost;
|
||||
#endif
|
||||
|
||||
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
|
||||
#endif
|
||||
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
|
||||
float cloudFogFactor = pow2(clamp(distanceRatio, 0.0, 1.0)) * 0.75;
|
||||
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -1 + 1.0; // mapped to 1 to 0 range
|
||||
|
||||
#if defined DOUBLE_REIM_CLOUDS && CLOUD_REIMAGINED_LAYER2_TRANSPARENCY != 20
|
||||
if (cloudAltitude != cloudAlt1i) { // second layer uses custom transparency
|
||||
cloudMult *= (CLOUD_REIMAGINED_LAYER2_TRANSPARENCY * 0.05) * nightCloudRemove;
|
||||
} else {
|
||||
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
|
||||
}
|
||||
#else
|
||||
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
|
||||
#endif
|
||||
|
||||
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
|
||||
float skyMult2 = 1.0 - 0.33333 * skyFade;
|
||||
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2);
|
||||
colorSample *= pow2(1.0 - maxBlindnessDarkness);
|
||||
|
||||
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
|
||||
//float distanceRatioNew = (2000 - lTracePosXZ) / 2000;
|
||||
//float cloudDistanceFactorNew = clamp(distanceRatioNew, 0.5, 0.75);
|
||||
|
||||
//volumetricClouds.a = pow(cloudDistanceFactor * 1.33333, 0.5 + 10.0 * pow(abs(VdotSM1), 90.0)) * cloudMult;
|
||||
volumetricClouds.a = sqrt(cloudDistanceFactor * 1.33333) * cloudMult;
|
||||
volumetricClouds.rgb = colorSample;
|
||||
|
||||
cloudLinearDepth = sqrt(lTracePos / renderDistance);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return volumetricClouds;
|
||||
}
|
||||
@@ -0,0 +1,376 @@
|
||||
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
|
||||
const float cloudStretchModified = max(0.25, float(CLOUD_STRETCH) * 1.9 - 0.9);
|
||||
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
|
||||
const float cloudStretchRaw = 11.0 * cloudStretchModified;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 2
|
||||
const float cloudStretchRaw = 16.0 * cloudStretchModified;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 3
|
||||
const float cloudStretchRaw = 18.0 * cloudStretchModified;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 4
|
||||
const float cloudStretchRaw = 20.0 * cloudStretchModified;
|
||||
#endif
|
||||
|
||||
#ifdef DOUBLE_UNBOUND_CLOUDS
|
||||
const float L2cloudStretch = cloudStretchRaw * CLOUD_UNBOUND_LAYER2_HEIGHT / CLOUD_STRETCH;
|
||||
|
||||
#if CLOUD_UNBOUND_SIZE_MULT <= 100
|
||||
float cloudStretch = cloudStretchRaw;
|
||||
#else
|
||||
float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
|
||||
#endif
|
||||
|
||||
float cloudTallness = cloudStretch * 2.0;
|
||||
#else
|
||||
#if CLOUD_UNBOUND_SIZE_MULT <= 100
|
||||
const float cloudStretch = cloudStretchRaw;
|
||||
#else
|
||||
const float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
|
||||
#endif
|
||||
const float cloudTallness = cloudStretch * 2.0;
|
||||
#endif
|
||||
|
||||
#if CLOUD_QUALITY > 1
|
||||
const float cloudNarrowness = 0.00012;
|
||||
#else
|
||||
const float cloudNarrowness = 0.00006;
|
||||
#endif
|
||||
|
||||
|
||||
float GetCloudNoise(vec3 tracePos, int cloudAltitude, float lTracePosXZ, float cloudPlayerPosY) {
|
||||
vec3 tracePosM = tracePos.xyz * cloudNarrowness;
|
||||
float wind = 0.0006;
|
||||
float noise = 0.0;
|
||||
float currentPersist = 1.0;
|
||||
float total = 0.0;
|
||||
|
||||
#if CLOUD_SPEED_MULT == 100
|
||||
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
|
||||
wind *= syncedTime;
|
||||
#else
|
||||
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
|
||||
wind *= frameTimeCounter * CLOUD_SPEED_MULT_M;
|
||||
#endif
|
||||
|
||||
#if CLOUD_UNBOUND_SIZE_MULT != 100
|
||||
tracePosM *= CLOUD_UNBOUND_SIZE_MULT_M;
|
||||
wind *= CLOUD_UNBOUND_SIZE_MULT_M;
|
||||
#endif
|
||||
|
||||
#ifdef DOUBLE_UNBOUND_CLOUDS
|
||||
if (cloudAltitude != cloudAlt1i) {
|
||||
tracePosM *= CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
|
||||
wind *= CLOUD_UNBOUND_LAYER2_SIZE * 30.0 * CLOUD_LAYER2_SPEED_MULT / CLOUD_UNBOUND_SIZE_MULT;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if CLOUD_QUALITY_INTERNAL == 1
|
||||
int sampleCount = 2;
|
||||
float persistance = 0.6;
|
||||
float noiseMult = 0.95;
|
||||
wind *= 0.5;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 2 || !defined DEFERRED1
|
||||
int sampleCount = 4;
|
||||
float persistance = 0.5;
|
||||
float noiseMult = 1.14;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 3
|
||||
int sampleCount = 4;
|
||||
float persistance = 0.5;
|
||||
float noiseMult = 1.0;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 4
|
||||
int sampleCount = 5;
|
||||
float persistance = 0.5;
|
||||
float noiseMult = 1.05;
|
||||
#endif
|
||||
|
||||
#ifndef DEFERRED1
|
||||
noiseMult *= 1.2;
|
||||
#endif
|
||||
|
||||
#if CLOUD_DIRECTION == 1
|
||||
tracePosM.xz = tracePosM.zx;
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
#if CLOUD_QUALITY_INTERNAL >= 2
|
||||
noise += Noise3D(tracePosM - vec3(0.0, 0.0, wind)) * currentPersist;
|
||||
#else
|
||||
noise += texture2DLod(noisetex, tracePosM.xz - vec2(0.0, wind), 0.0).b * currentPersist;
|
||||
#endif
|
||||
total += currentPersist;
|
||||
|
||||
tracePosM *= 3.0;
|
||||
wind *= 0.5;
|
||||
currentPersist *= persistance;
|
||||
}
|
||||
noise = pow2(noise / total);
|
||||
|
||||
#define CLOUD_BASE_ADD 0.8
|
||||
//#define CLOUD_FAR_ADD -0.005
|
||||
#define CLOUD_ABOVE_ADD 0.1
|
||||
|
||||
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -0.65 + 1.0; // mapped to 1 to 0.65 range
|
||||
|
||||
float seasonCloudAdd = 0.0;
|
||||
#if SEASONS > 0
|
||||
float autumnOnlyForests = 1.0;
|
||||
#ifdef AUTUMN_CONDITION
|
||||
autumnOnlyForests = inForest;
|
||||
#endif
|
||||
float autumnWinterTime = autumnTime + winterTime;
|
||||
#if SNOW_CONDITION != 2
|
||||
autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
|
||||
#endif
|
||||
#if SNOW_CONDITION == 0
|
||||
autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
|
||||
#endif
|
||||
seasonCloudAdd += mix(0.0, 0.35, autumnWinterTime);
|
||||
seasonCloudAdd += mix(0.0, -0.2, summerTime);
|
||||
#endif
|
||||
|
||||
noiseMult *= CLOUD_BASE_ADD
|
||||
//+ CLOUD_FAR_ADD * sqrt(lTracePosXZ + 10.0) // more/less clouds far away
|
||||
+ CLOUD_ABOVE_ADD * clamp01(-cloudPlayerPosY / cloudTallness) // more clouds when camera is above them
|
||||
+ CLOUD_UNBOUND_RAIN_ADD * rainFactor + seasonCloudAdd; // more clouds during rain and seasons
|
||||
|
||||
#ifdef DOUBLE_UNBOUND_CLOUDS
|
||||
if (cloudAltitude != cloudAlt1i)
|
||||
noise *= noiseMult * CLOUD_UNBOUND_LAYER2_AMOUNT * nightCloudRemove;
|
||||
else
|
||||
#endif
|
||||
noise *= noiseMult * CLOUD_UNBOUND_AMOUNT * nightCloudRemove;
|
||||
|
||||
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
|
||||
threshold = pow2(pow2(pow2(threshold)));
|
||||
return noise - (threshold * 0.2 + 0.25);
|
||||
}
|
||||
|
||||
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
|
||||
vec4 volumetricClouds = vec4(0.0);
|
||||
|
||||
#ifdef DOUBLE_UNBOUND_CLOUDS
|
||||
float L1cloudStretch = cloudStretch;
|
||||
|
||||
if (cloudAltitude != cloudAlt1i) { // second layer
|
||||
cloudStretch = L2cloudStretch;
|
||||
cloudTallness = 2.0 * cloudStretch;
|
||||
}
|
||||
#endif
|
||||
|
||||
float higherPlaneAltitude = cloudAltitude + cloudStretch;
|
||||
float lowerPlaneAltitude = cloudAltitude - cloudStretch;
|
||||
|
||||
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
|
||||
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
|
||||
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
|
||||
minPlaneDistance = max(minPlaneDistance, 0.0);
|
||||
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
|
||||
if (maxPlaneDistance < 0.0) return vec4(0.0);
|
||||
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
|
||||
|
||||
#ifndef DEFERRED1
|
||||
float stepMult = 64.0;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 1
|
||||
float stepMult = 16.0;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 2
|
||||
float stepMult = 32.0;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 3
|
||||
float stepMult = 16.0;
|
||||
#elif CLOUD_QUALITY_INTERNAL == 4
|
||||
float stepMult = 24.0;
|
||||
#endif
|
||||
|
||||
#if defined DOUBLE_UNBOUND_CLOUDS && (CLOUD_UNBOUND_LAYER2_SIZE > 10 || CLOUD_UNBOUND_SIZE_MULT > 100)
|
||||
if (cloudAltitude != cloudAlt1i) {
|
||||
#if CLOUD_UNBOUND_LAYER2_SIZE > 10
|
||||
stepMult = stepMult / sqrt(CLOUD_UNBOUND_LAYER2_SIZE * 0.1);
|
||||
#endif
|
||||
} else {
|
||||
#if CLOUD_UNBOUND_SIZE_MULT > 100
|
||||
stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#if CLOUD_UNBOUND_SIZE_MULT > 100
|
||||
stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
int sampleCount = int(planeDistanceDif / stepMult + dither + 1);
|
||||
vec3 traceAdd = nPlayerPos * stepMult;
|
||||
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
|
||||
tracePos += traceAdd * dither;
|
||||
tracePos.y -= traceAdd.y;
|
||||
|
||||
float firstHitPos = 0.0;
|
||||
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
|
||||
float VdotSM1M = VdotSM1 * invRainFactor;
|
||||
float VdotSM2 = pow2(VdotSM1) * abs(sunVisibility - 0.5) * 2.0;
|
||||
float VdotSM3 = VdotSM2 * (2.5 + rainFactor) + 1.5 * rainFactor;
|
||||
float VdotSM4 = pow(VdotSM1M, 100.0) * sunVisibility;
|
||||
|
||||
#ifdef FIX_AMD_REFLECTION_CRASH
|
||||
sampleCount = min(sampleCount, 30); //BFARC
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.06, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
|
||||
cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.03, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
tracePos += traceAdd;
|
||||
|
||||
if (abs(tracePos.y - cloudAltitude) > cloudStretch) break;
|
||||
|
||||
vec3 cloudPlayerPos = tracePos - cameraPos;
|
||||
float lTracePos = length(cloudPlayerPos);
|
||||
float lTracePosXZ = length(cloudPlayerPos.xz);
|
||||
float cloudMult = 1.0;
|
||||
if (lTracePosXZ > distanceThreshold) break;
|
||||
if (lTracePos > lViewPosM) {
|
||||
if (skyFade < 0.7) continue;
|
||||
else cloudMult = skyMult0;
|
||||
}
|
||||
|
||||
float cloudNoise = GetCloudNoise(tracePos, cloudAltitude, lTracePosXZ, cloudPlayerPos.y);
|
||||
|
||||
if (cloudNoise > 0.00001) {
|
||||
#if defined DOUBLE_UNBOUND_CLOUDS
|
||||
//Fixes overlapping clouds
|
||||
|
||||
if (CLOUD_UNBOUND_LAYER2_HEIGHT > CLOUD_STRETCH){
|
||||
if (cloudAltitude == cloudAlt1i) {
|
||||
if (abs(tracePos.y - cloudAlt2i) < L2cloudStretch)
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if (cloudAltitude != cloudAlt1i) {
|
||||
if (abs(tracePos.y - cloudAlt1i) < L1cloudStretch)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined CLOUD_CLOSED_AREA_CHECK && SHADOW_QUALITY > -1
|
||||
float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
|
||||
if (shadowLength < lTracePos)
|
||||
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
|
||||
if (eyeBrightness.y != 240) continue;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (firstHitPos < 1.0) {
|
||||
firstHitPos = lTracePos;
|
||||
#if CLOUD_QUALITY_INTERNAL == 1 && defined DEFERRED1
|
||||
tracePos.y += 4.0 * (texture2DLod(noisetex, tracePos.xz * cloudNarrowness * 16.0, 0.0).r - 0.5);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined DOUBLE_UNBOUND_CLOUDS && CLOUD_UNBOUND_LAYER2_TRANSPARENCY != 20
|
||||
float opacityFactor = cloudAltitude != cloudAlt1i
|
||||
? min1(cloudNoise * 8.0) * (CLOUD_UNBOUND_LAYER2_TRANSPARENCY * 0.05)
|
||||
: min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
|
||||
#else
|
||||
float opacityFactor = min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
|
||||
#endif
|
||||
|
||||
#ifdef INVERTED_CLOUD_SHADING
|
||||
float cloudShading = (higherPlaneAltitude - tracePos.y) / cloudTallness;
|
||||
#else
|
||||
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudTallness;
|
||||
#endif
|
||||
|
||||
cloudShading *= 1.0 + 0.2 * VdotSM3 * (1.0 - opacityFactor) + VdotSM4;
|
||||
#if CLOUD_SHADING_AMOUNT != 10
|
||||
cloudShading = pow(max0(cloudShading), CLOUD_SHADING_AMOUNT * 0.1);
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
|
||||
#endif
|
||||
|
||||
#if CLOUD_SUN_MOON_SHADING > 0
|
||||
float visibilityFactor = 1.0;
|
||||
#if CLOUD_SUN_MOON_SHADING == 1
|
||||
visibilityFactor = 1.0 - sunVisibility;
|
||||
#elif CLOUD_SUN_MOON_SHADING == 2
|
||||
visibilityFactor = sunVisibility;
|
||||
#endif
|
||||
|
||||
if (visibilityFactor > 0.0) {
|
||||
vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
|
||||
float cloudLightRadius = 375.0;
|
||||
|
||||
float aboveFade = clamp01(1.0 - (cameraPos.y - cloudAltitude) / (cloudTallness * 3.0));
|
||||
float radiusFactor = mix(cloudLightRadius * 8.0, cloudLightRadius, aboveFade);
|
||||
float moonVisibility = abs(1.0 - moonPhase / 4.0);
|
||||
float sunMult = mix(moonVisibility, 0.85, sunVisibility);
|
||||
|
||||
float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
|
||||
vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
|
||||
float falloff = exp((1.0 - max0(1.0 - length(posVector) / radiusFactor)) * -6.0) * aboveFade * sunMult;
|
||||
|
||||
float sunShadingFactor = clamp01(falloff * mix(1.0, 2.0, aboveFade) * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.75));
|
||||
|
||||
vec3 bloodMoonCloudColor = vec3(1.0);
|
||||
#if BLOOD_MOON > 0
|
||||
bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
|
||||
cloudLightColor += bloodMoonCloudColor * sunShadingFactor * 0.3 * visibilityFactor;
|
||||
cloudShading += sunShadingFactor * 0.45 * visibilityFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if BLOOD_MOON > 0
|
||||
vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
|
||||
cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
|
||||
vec3 colorSample = cloudAmbientColor * (0.4 + 0.6 * cloudShading) + cloudLightColor * cloudShading;
|
||||
//vec3 colorSample = 2.5 * cloudLightColor * pow2(cloudShading); // <-- Used this to take the Unbound logo
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
// Lightning flashes around lightning bolt position
|
||||
vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
|
||||
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 550.0, 0.0, 0) * isLightningActive() * 10.0;
|
||||
colorSample += lightningAdd.y;
|
||||
|
||||
// Thunderstorm cloud highlights (randomly appear in stormy weather)
|
||||
float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.004);
|
||||
colorSample += highlightBoost;
|
||||
#endif
|
||||
|
||||
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
|
||||
#endif
|
||||
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
|
||||
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.8) * 1.25;
|
||||
float cloudFogFactor = pow2(pow1_5(clamp(distanceRatio, 0.0, 1.0)));
|
||||
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
|
||||
float skyMult2 = 1.0 - 0.33333 * skyFade;
|
||||
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2 * 0.72);
|
||||
colorSample *= pow2(1.0 - maxBlindnessDarkness);
|
||||
|
||||
volumetricClouds.rgb = mix(volumetricClouds.rgb, colorSample, 1.0 - min1(volumetricClouds.a));
|
||||
volumetricClouds.a += opacityFactor * pow(cloudDistanceFactor, 0.5 + 10.0 * pow(abs(VdotSM1M), 90.0)) * cloudMult;
|
||||
|
||||
if (volumetricClouds.a > 0.9) {
|
||||
volumetricClouds.a = 1.0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef DOUBLE_UNBOUND_CLOUDS
|
||||
if (volumetricClouds.a > 0.5)
|
||||
#endif
|
||||
{ cloudLinearDepth = sqrt(firstHitPos / renderDistance); }
|
||||
|
||||
return volumetricClouds;
|
||||
}
|
||||
@@ -0,0 +1,296 @@
|
||||
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
|
||||
uniform isampler2D endcrystal_sampler;
|
||||
#endif
|
||||
|
||||
const float healing_boundRadius = 6.0;
|
||||
const float healing_ballRadius = 3.5;
|
||||
const float healing_beamRadius = 0.6;
|
||||
const float vortex_cylinderRadius = 3.0;
|
||||
const float vortex_ballRadius = 5.0;
|
||||
const float death_radius = 70.0;
|
||||
|
||||
#ifndef INCLUDE_ENDER_BEAMS
|
||||
#ifdef GBUFFERS_WATER
|
||||
float vlFactor = 0.5;
|
||||
#endif
|
||||
#endif
|
||||
vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - 1.0 * vlFactor) * E_BEAM_I;
|
||||
|
||||
vec3 endDragonColM = sqrt(endOrangeCol);
|
||||
vec3 beamColM = sqrt(beamPurple);
|
||||
|
||||
float GetBallRadius(float state) {
|
||||
return vortex_ballRadius * (1.0 + 4.0 * sqrt(1.0 - state));
|
||||
}
|
||||
|
||||
float VortexWidth(float x, float ballRadius) {
|
||||
if (x > 0.5 * ballRadius) {
|
||||
float expScale = sqrt(0.75) * ballRadius - vortex_cylinderRadius;
|
||||
return vortex_cylinderRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * ballRadius));
|
||||
} else if (x > -ballRadius) {
|
||||
return sqrt(pow2(ballRadius) - pow2(x));
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
vec4 SampleEndCrystalVortex(vec3 relPos, vec2 state, vec2 noiseOffset) {
|
||||
float thisBallRadius = GetBallRadius(state.x);
|
||||
|
||||
float beamFactor = smoothstep(-thisBallRadius, thisBallRadius, relPos.y);
|
||||
float featureWidth = VortexWidth(relPos.y, thisBallRadius);
|
||||
vec2 horizontalScaledPos = featureWidth > 0.0 ? relPos.xz / featureWidth : vec2(2.0);
|
||||
float featureDist = length(horizontalScaledPos);
|
||||
if (length(relPos.xz) > featureWidth) {
|
||||
return vec4(0);
|
||||
}
|
||||
float beamStrength = 2.5 * beamFactor * (cos(featureDist * 3.1416) * 0.5 + 0.5) * pow2(max(0.0, 1 - pow2(0.005 / (0.9 * state.x + 0.1) / pow2(pow2(state.y)) * relPos.y))) * state.x;
|
||||
float spiralStrength = 200 * beamFactor * pow(featureDist, 7) * pow2(1.0 - featureDist) * pow2(max(0.0, 1 - pow2(0.02 / (0.6 * state.x * state.x + 0.4) / state.y * relPos.y)));
|
||||
float spiralAngle = (0.4 / vortex_cylinderRadius * relPos.y - 0.2 * pow2(min(0.0, -2.5 + relPos.y / thisBallRadius))) / (state.x + 0.2);
|
||||
vec2 spiralPos = mat2(cos(spiralAngle), -sin(spiralAngle), sin(spiralAngle), cos(spiralAngle)) * horizontalScaledPos;
|
||||
vec4 beamNoise = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * horizontalScaledPos, 0.0);
|
||||
vec4 beamNoise2 = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * vec2(relPos.y * 0.02 + 2.7 * beamNoise.gb - 3.6 * frameTimeCounter * 0.5), 0.0);
|
||||
vec4 spiralNoise = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * spiralPos, 0.0);
|
||||
vec4 spiralNoise2 = texture2DLod(noisetex, noiseOffset + 20.0 / noiseTextureResolution * spiralPos, 0.0);
|
||||
return vec4(beamStrength * beamNoise.r * beamNoise2.r * endDragonColM + spiralStrength * pow2(spiralNoise.r) * (0.5 + spiralNoise2.r) * beamColM, beamStrength + spiralStrength) * 0.3;
|
||||
}
|
||||
|
||||
vec4 SingleEndCrystalVortex(vec3 start, vec3 direction, vec3 center, vec2 state, float dither) {
|
||||
const float stepSize = 0.5;
|
||||
float invHorizontalDirLen = 1.0 / length(direction.xz);
|
||||
float thisBallRadius = GetBallRadius(state.x);
|
||||
float closestProgress = clamp(
|
||||
dot(center.xz - start.xz, direction.xz) * pow2(invHorizontalDirLen),
|
||||
-thisBallRadius * invHorizontalDirLen,
|
||||
1.0 + thisBallRadius * invHorizontalDirLen);
|
||||
vec3 closestPos = start + closestProgress * direction;
|
||||
float closestDist = length(closestPos.xz - center.xz);
|
||||
if (closestDist > thisBallRadius) {
|
||||
return vec4(0);
|
||||
}
|
||||
float startProgress = closestProgress - sqrt((thisBallRadius * thisBallRadius - closestDist * closestDist)) * invHorizontalDirLen;
|
||||
float endProgress = min(1.0, 2 * closestProgress - startProgress);
|
||||
startProgress = max(0.0, startProgress);
|
||||
vec2 noiseOffset = (center.xz + cameraPosition.xz + vec2(3.0, 1.6) * frameTimeCounter) * 0.005;
|
||||
vec4 colour = vec4(0);
|
||||
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
|
||||
for (int k = 0; k < 100; k++) {
|
||||
if (dist > endProgress) break;
|
||||
colour += SampleEndCrystalVortex(start + dist * direction - center, state, noiseOffset);
|
||||
dist += invHorizontalDirLen * stepSize;
|
||||
}
|
||||
return colour * stepSize * smoothstep(0.0, 1.0, state.x);
|
||||
}
|
||||
|
||||
float EndCrystalBeamWidth(float x, float len) {
|
||||
x = 0.5 * len - abs(x - 0.5 * len);
|
||||
if (x <= -healing_ballRadius) return 0.0;
|
||||
if (x < 0.5 * healing_ballRadius) return sqrt(pow2(healing_ballRadius) - pow2(x));
|
||||
float expScale = sqrt(0.75) * healing_ballRadius - healing_beamRadius;
|
||||
return healing_beamRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * healing_ballRadius));
|
||||
}
|
||||
|
||||
vec4 SampleEndCrystalBeam(vec3 relPos, float len) {
|
||||
float beamWidth = EndCrystalBeamWidth(relPos.x, len);
|
||||
|
||||
if (beamWidth > 0.0001) {
|
||||
float beamFactor = smoothstep(0.0, 2.0 * healing_ballRadius, 0.5 * len - abs(relPos.x - 0.5 * len));
|
||||
float noisyTime = frameTimeCounter + 0.4 * texture2DLod(noisetex, vec2(3.0 / noiseTextureResolution, frameTimeCounter / (0.45 * noiseTextureResolution)), 0.0).r;
|
||||
|
||||
relPos.yz /= beamWidth;
|
||||
float strength = 0.0;
|
||||
vec3 healBeamColor = vec3(0);
|
||||
for (int k = 0; k < 3; k++) {
|
||||
vec2 noiseCoords = vec2(0.2 / noiseTextureResolution * relPos.x, 0 + vec2(k, 6 * k) / noiseTextureResolution);
|
||||
vec4 zapNoise0 = texture2DLod(noisetex, noiseCoords + floor(8.0 * noisyTime) / noiseTextureResolution, 0.0);
|
||||
vec4 zapNoise1 = texture2DLod(noisetex, 3.3 * noiseCoords + floor(8.0 * noisyTime) / noiseTextureResolution, 0.0);
|
||||
vec4 zapNoise2 = texture2DLod(noisetex, 6.8 * noiseCoords + (15.0 * frameTimeCounter) / noiseTextureResolution, 0.0);
|
||||
vec2 thisRelPos = relPos.yz + beamFactor / beamWidth * (6.0 * zapNoise0.rb + 1.6 * zapNoise1.rb + 1.2 * zapNoise2.rb - (3.0 + 0.8 + 0.6));
|
||||
vec4 sideNoise = texture2DLod(noisetex, (7.0 * thisRelPos.xy) / noiseTextureResolution, 0.0);
|
||||
vec3 colorNoise = texture2DLod(noisetex, 4.0 * noiseCoords + floor(12.0 * noisyTime) / noiseTextureResolution, 0.0).rgb;
|
||||
float centerDist0 = length(thisRelPos.xy);
|
||||
|
||||
float centerDist = centerDist0 - 1.2;
|
||||
strength = max(strength, clamp( -centerDist, 0.0, 0.2) * pow2(max(0.0, 1.0 - pow2((centerDist0 - 1.0) * beamWidth * 0.5))) * mix(1.0, sideNoise.b, beamWidth / healing_ballRadius));
|
||||
healBeamColor = mix(clamp01(saturateColors(beamColM, 0.8) - sideNoise.rgb * 0.08), saturateColors(beamColM, 1.3) * 1.3, colorNoise);
|
||||
}
|
||||
return strength / beamWidth * vec4(healBeamColor * 0.5, 1.0) + 0.2 * beamFactor * exp(-6.0 * dot(relPos.yz, relPos.yz)) * vec4(endDragonColM * 2.2, 1.0);
|
||||
}
|
||||
return vec4(0.0);
|
||||
}
|
||||
|
||||
|
||||
vec4 EndCrystalBeam(vec3 start, vec3 direction, vec3 startPos, vec3 endPos, float dither) {
|
||||
vec3 startDiff = start - startPos;
|
||||
vec3 beamDirection = endPos - startPos;
|
||||
mat3 rotMat;
|
||||
rotMat[0] = normalize(beamDirection);
|
||||
rotMat[1] = normalize(cross(beamDirection, vec3(-2e-4, 1, 1e-5)));
|
||||
rotMat[2] = cross(rotMat[0], rotMat[1]);
|
||||
start *= rotMat;
|
||||
startPos *= rotMat;
|
||||
beamDirection *= rotMat;
|
||||
direction *= rotMat;
|
||||
const float stepSize = 0.5;
|
||||
float invHorizontalDirLen = 1.0 / length(direction.yz);
|
||||
float closestProgress = clamp(
|
||||
dot(startPos.yz - start.yz, direction.yz) * pow2(invHorizontalDirLen),
|
||||
-healing_boundRadius * invHorizontalDirLen,
|
||||
1.0 + healing_boundRadius * invHorizontalDirLen);
|
||||
vec3 closestPos = start + closestProgress * direction;
|
||||
float closestDist = length(closestPos.yz - startPos.yz);
|
||||
if (closestDist > healing_boundRadius) {
|
||||
return vec4(0);
|
||||
}
|
||||
float startProgress = closestProgress - sqrt((healing_boundRadius * healing_boundRadius - closestDist * closestDist)) * invHorizontalDirLen;
|
||||
float endProgress = min(1.0, 2 * closestProgress - startProgress);
|
||||
startProgress = max(0.0, startProgress);
|
||||
vec4 colour = vec4(0);
|
||||
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
|
||||
for (int k = 0; k < 100; k++) {
|
||||
if (dist > endProgress) break;
|
||||
colour += SampleEndCrystalBeam(start + dist * direction - startPos, beamDirection.x);
|
||||
dist += invHorizontalDirLen * stepSize;
|
||||
}
|
||||
return 3.0 * log(length(colour) * stepSize + 1.0) * normalize(colour + 0.0000001);
|
||||
}
|
||||
|
||||
float GetDragonDeathFactor(float dragonDeathTime) {
|
||||
return 0.02 * dragonDeathTime * exp(0.1 * dragonDeathTime);
|
||||
}
|
||||
|
||||
vec4 SampleDeathBuildup(vec3 relPos, float dragonDeathTime) {
|
||||
float effectFactor = GetDragonDeathFactor(dragonDeathTime);
|
||||
float effectRadius = death_radius * effectFactor;
|
||||
float sizeNoiseFactor = 1.0 + 0.3 * texture2DLod(noisetex, vec2(0.2, dragonDeathTime * 5.0 / noiseTextureResolution), 0.0).r;
|
||||
float centerDist = length(relPos) / effectRadius;
|
||||
relPos *= sizeNoiseFactor;
|
||||
float angle = centerDist * 5.0 / log(dragonDeathTime * 0.6 + 1.0);
|
||||
mat2 rotMat = mat2(
|
||||
cos(angle), sin(angle),
|
||||
-sin(angle), cos(angle)
|
||||
);
|
||||
relPos.xz = rotMat * relPos.xz;
|
||||
vec2 val = pow(fract(hash23(floor(0.8 * relPos + 2.7 * sign(relPos) * exp(0.3 * dragonDeathTime)))), vec2(40.0 * pow2(centerDist))) * (1.0 - centerDist);
|
||||
return 0.1 * (vec4(beamColM, 1.0) * (val.x + 0.4 * exp(-8.0 * pow2(centerDist))) + vec4(endDragonColM, 1.0) * (val.y + 0.1 * exp(-3.0 * pow2(centerDist))));
|
||||
}
|
||||
|
||||
vec4 DragonDeathAnimation(vec3 start, vec3 direction, vec3 dragonPos, float dragonDeathTime, float dragonDeathFactor, float dither) {
|
||||
float dirLen = length(direction);
|
||||
float closestProgress = dot(dragonPos - start, direction) / pow2(dirLen);
|
||||
vec4 colour = vec4(0);
|
||||
if (dragonDeathFactor >= 0.99) {
|
||||
float effectRadius = death_radius * GetDragonDeathFactor(dragonDeathTime);
|
||||
vec3 closestPos = start + closestProgress * direction;
|
||||
float closestDist = length(closestPos - dragonPos);
|
||||
if (closestDist >= effectRadius) return vec4(0.0);
|
||||
float stepSize = 0.5 / dirLen;
|
||||
float startProgress = closestProgress - sqrt(pow2(effectRadius) - pow2(closestDist)) / dirLen;
|
||||
float endProgress = min(1.0, 2.0 * closestProgress - startProgress);
|
||||
startProgress = max(0.0, startProgress);
|
||||
float dist = startProgress + stepSize * dither;
|
||||
for (int k = 0; k < 150; k++) {
|
||||
if (dist > endProgress) break;
|
||||
colour += SampleDeathBuildup(start + dist * direction - dragonPos, dragonDeathTime);
|
||||
dist += stepSize;
|
||||
}
|
||||
colour *= stepSize * dirLen;
|
||||
} else {
|
||||
vec3 closestPos = start + clamp(closestProgress, 0.0, 1.0) * direction;
|
||||
float closestDist = length(dragonPos - closestPos);
|
||||
colour = vec4(endDragonColM + 0.5 * beamColM, 1.0) * (0.4 * death_radius * (1.0 - exp(-dirLen/(4.0 * death_radius))) * exp(-10.0 * (1.0 - dragonDeathFactor) - closestDist * closestDist / (death_radius * death_radius)) * dragonDeathFactor);
|
||||
}
|
||||
return colour;
|
||||
}
|
||||
|
||||
vec4 EndCrystalVortices(vec3 start, vec3 direction, float dither) {
|
||||
vec4 color = vec4(0);
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1 || DRAGON_DEATH_EFFECT_INTERNAL > 0
|
||||
ivec4 rawDragonPos = ivec4(
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
|
||||
);
|
||||
vec3 dragonPos = rawDragonPos.xyz != ivec3(0) ? 0.0001 * rawDragonPos.xyz : vec3(0.5, 80.5, 0.5) - cameraPosition;
|
||||
#endif
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
|
||||
vec3[15] healBeamEndPositions;
|
||||
int isTarget = 0;
|
||||
int healBeamCount = 15;
|
||||
for (int k = 0; k < 15; k++) {
|
||||
ivec4 rawPos = ivec4(
|
||||
texelFetch(endcrystal_sampler, ivec2(20 + k, 5), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(20 + k, 6), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(20 + k, 7), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(20 + k, 8), 0).r
|
||||
);
|
||||
if (rawPos.w == 0) {
|
||||
healBeamCount = k;
|
||||
break;
|
||||
}
|
||||
healBeamEndPositions[k] = vec3(rawPos.xyz) / rawPos.w;
|
||||
isTarget |= (length(healBeamEndPositions[k].xz + cameraPosition.xz - 0.5) < 4.5 || length(dragonPos - healBeamEndPositions[k]) < 5.0) ? 1 << k : 0;
|
||||
}
|
||||
#endif
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
|
||||
for (int k = 0; k < 20; k++) {
|
||||
if (texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r <= 0) continue;
|
||||
ivec4 rawPos = ivec4(
|
||||
texelFetch(endcrystal_sampler, ivec2(k, 5), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(k, 6), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(k, 7), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r
|
||||
);
|
||||
if (rawPos.w <= 0) {
|
||||
continue;
|
||||
}
|
||||
int age = texelFetch(endcrystal_sampler, ivec2(k, 9), 0).r;
|
||||
vec3 pos = rawPos.xyz * 0.0001;
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
|
||||
for (int i = 0; i < healBeamCount; i++) {
|
||||
isTarget |= length(pos - healBeamEndPositions[i]) < 4.5 ? 1<<(i+15) : 0;
|
||||
}
|
||||
#endif
|
||||
vec2 state = vec2(clamp(rawPos.w / 15000.0, 0.0, 1.0), 1.00001 - exp(-0.0001 * age));
|
||||
if (length(pos) > min(shadowDistance, far) * 0.9 && state.x < 0.999) {
|
||||
state.y = state.x;
|
||||
state.x = 1.0;
|
||||
}
|
||||
vec4 thisVortexCol = pow2(SingleEndCrystalVortex(start, direction, pos, state, dither));
|
||||
color += thisVortexCol;
|
||||
}
|
||||
#endif
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
|
||||
for (int k = 0; k < healBeamCount; k++) {
|
||||
for (int l = k+1; l < healBeamCount; l++) {
|
||||
if (
|
||||
((isTarget >> k & 1) == 0 ^^ (isTarget >> l & 1) == 0)
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
|
||||
&& ((isTarget >> k + 15 & 1) == 0 ^^ (isTarget >> l + 15 & 1) == 0)
|
||||
#endif
|
||||
) {
|
||||
vec3 pos0 = healBeamEndPositions[k];
|
||||
vec3 pos1 = healBeamEndPositions[l];
|
||||
if (pos0.y > pos1.y) {
|
||||
vec3 tmp = pos0;
|
||||
pos0 = pos1;
|
||||
pos1 = tmp;
|
||||
}
|
||||
color += pow2(EndCrystalBeam(start, direction, pos0, pos1, dither));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
|
||||
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
|
||||
float dragonDeathTime = 0.0001 * rawDragonPos.w;
|
||||
float dragonDeathFactor = 0.0001 * isDying;
|
||||
// dragonDeathTime = mod(frameTimeCounter, 22.0);
|
||||
// dragonDeathFactor = 2.2 - 0.1 * dragonDeathTime;
|
||||
// dragonPos = vec3(0, 80, 0) - cameraPosition;
|
||||
if (dragonDeathFactor > 0.001) {
|
||||
color += pow2(DragonDeathAnimation(start, direction, dragonPos, dragonDeathTime, dragonDeathFactor, dither));
|
||||
}
|
||||
#endif
|
||||
return sqrt(color) * (1.0 - maxBlindnessDarkness);
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
vec3 DrawEndFlash(vec3 nViewPos, float VdotU, float dither) {
|
||||
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
|
||||
worldEndFlashPosition = normalize(worldEndFlashPosition);
|
||||
vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos;
|
||||
nViewPosWorld = normalize(nViewPosWorld);
|
||||
|
||||
vec3 horizontalEndPos = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
|
||||
vec3 horizontalViewPos = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z));
|
||||
float horizDirFactor = pow(max0(dot(horizontalEndPos, horizontalViewPos)), 0.2);
|
||||
|
||||
float dirFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorld)), 10.0);
|
||||
|
||||
float verticalDist = abs(nViewPosWorld.y - worldEndFlashPosition.y);
|
||||
float verticalFalloff = exp(-pow2(verticalDist * 5.5));
|
||||
|
||||
float endFlashFactor = endFlashIntensity * dirFactor * verticalFalloff;
|
||||
|
||||
if (endFlashFactor < 0.001) return vec3(0.0);
|
||||
|
||||
float time = frameTimeCounter * 0.05;
|
||||
float pulse = sin(time * 3.0) * 0.5 + 0.5;
|
||||
|
||||
vec2 noiseCoord = horizontalViewPos.xz * 0.5 + time * 0.05;
|
||||
float noise1 = texture2DLod(noisetex, noiseCoord, 0).r;
|
||||
float noise2 = texture2DLod(noisetex, noiseCoord * 2.7 - time * 0.17, 0).g;
|
||||
float noise3 = texture2DLod(noisetex, noiseCoord * 0.5 + time * 0.05, 0).b;
|
||||
|
||||
float rayFactor = pow(noise1 * noise2, 1.5) * 2.0;
|
||||
|
||||
float stripeFactor = pow(horizDirFactor, 2.0 + 4.0 * pulse);
|
||||
|
||||
// Inner core and wave animations
|
||||
float radius = 1.0 + sin(time * 2.0) * 0.1;
|
||||
float distFromCenter = length(dot(horizontalEndPos, horizontalViewPos));
|
||||
float waveFront = smoothstep(0.0, 0.2, 1.0 - abs(distFromCenter - radius) * (4.0 + pulse * 4.0));
|
||||
float core = pow(horizDirFactor, 1.0 + pulse * 2.0) * (1.0 + noise3 * 0.5);
|
||||
|
||||
float flashIntensity = mix(core, waveFront, 0.5) * endFlashFactor * (0.6 + rayFactor * 0.8);
|
||||
flashIntensity *= stripeFactor;
|
||||
|
||||
vec3 orangeColor = mix(endOrangeCol, vec3(1.0), 0.3) * (1.2 + noise2 * 1.3);
|
||||
|
||||
vec3 finalColor = saturateColors(orangeColor, 0.8) * flashIntensity * 0.7;
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
|
||||
uniform isampler2D endcrystal_sampler;
|
||||
#endif
|
||||
|
||||
vec2 RayAABoxIntersection(vec2 start, vec2 dir, vec2 lower, vec2 upper) {
|
||||
dir += 0.000001 * vec2(equal(dir, vec2(0)));
|
||||
vec2 front = mix(upper, lower, 0.5 * sign(dir) + 0.5);
|
||||
vec2 back = mix(lower, upper, 0.5 * sign(dir) + 0.5);
|
||||
vec2 front_iscts = (front - start) / dir;
|
||||
vec2 back_iscts = (back - start) / dir;
|
||||
float front_isct = max(front_iscts.x, front_iscts.y);
|
||||
float back_isct = min(back_iscts.x , back_iscts.y );
|
||||
return front_isct < back_isct ? vec2(front_isct, back_isct) : vec2(-1);
|
||||
}
|
||||
|
||||
vec4 GetEndPortalBeamNoise(vec3 relPos) {
|
||||
float colMixFactor = texture2DLod(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(-0.5, 1.5)) * 10.0 / noiseTextureResolution, 0.0).r;
|
||||
float strengthMul = texture2DLod(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(1.5, -1.0)) * 5.0 / noiseTextureResolution + 0.2, 0.0).r;
|
||||
colMixFactor = pow2(pow2(colMixFactor));
|
||||
strengthMul = pow2(strengthMul);
|
||||
vec3 col = mix(vec3(0.1137, 0.5569, 0.5255), vec3(0.3725, 0.8863, 0.749), colMixFactor);
|
||||
float strength
|
||||
= float(relPos.y > 0 && relPos.y < 2)
|
||||
* (2 - relPos.y)
|
||||
/ (3 * relPos.y*relPos.y*relPos.y + 1)
|
||||
* (strengthMul + 0.5);
|
||||
return pow2(vec4(col, 1) * strength);
|
||||
}
|
||||
|
||||
vec4 GetEndPortalBeam(vec3 start, vec3 dir) {
|
||||
if (texelFetch(endcrystal_sampler, ivec2(35, 4), 0).r == 1) {
|
||||
ivec4 rawPortalPos = ivec4(
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
|
||||
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
|
||||
);
|
||||
if (rawPortalPos.w > 0) {
|
||||
vec3 portalPos = floor(vec3(rawPortalPos.xyz) / max(1, rawPortalPos.w) + 0.5) + 0.5 - cameraPositionFract;
|
||||
vec2 iscts = RayAABoxIntersection(start.xz, dir.xz, portalPos.xz - 1.49, portalPos.xz + 1.49);
|
||||
int validIsctCount = 0;
|
||||
vec3[2] isctPositions;
|
||||
for (int k = 0; k < 2; k++) {
|
||||
if (iscts[k] > 0.0 && iscts[k] < 1.0) {
|
||||
isctPositions[validIsctCount++] = start + iscts[k] * dir;
|
||||
}
|
||||
}
|
||||
vec4 col = vec4(0.0);
|
||||
for (int k = 0; k < validIsctCount; k++) {
|
||||
col += GetEndPortalBeamNoise(isctPositions[k] - portalPos);
|
||||
}
|
||||
|
||||
vec3 absDir = abs(dir);
|
||||
float maxDir = max(absDir.x, max(absDir.y, absDir.z));
|
||||
float transition = 1.0 - pow3(min1(maxDir / mix(40, 10, maxBlindnessDarkness) * 2.0)); // fade to 0 when close to the range limit (32 blocks)
|
||||
|
||||
col *= transition;
|
||||
|
||||
return col;
|
||||
}
|
||||
}
|
||||
return vec4(0.0);
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef INCLUDE_ENDER_BEAMS
|
||||
#define INCLUDE_ENDER_BEAMS
|
||||
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
|
||||
vec2 wind = vec2(syncedTime * 0.00);
|
||||
|
||||
float BeamNoise(vec2 planeCoord, vec2 wind) {
|
||||
float noise = texture2DLod(noisetex, planeCoord * 0.175 - wind * 0.0625, 0.0).b;
|
||||
noise+= texture2DLod(noisetex, planeCoord * 0.04375 + wind * 0.0375, 0.0).b * 5.0;
|
||||
|
||||
return noise;
|
||||
}
|
||||
|
||||
vec3 DrawEnderBeams(float VdotU, vec3 playerPos, vec3 nViewPos) {
|
||||
int sampleCount = 8;
|
||||
float beamMult = 1.0;
|
||||
float beamPow = 3.0;
|
||||
float beamPurpleReducer = vlFactor;
|
||||
float beamOrangeIncreaser = vlFactor;
|
||||
|
||||
float VdotUM = 1.0 - pow2(VdotU);
|
||||
float VdotUM2 = sqrt(VdotUM) + 0.15 * smoothstep1(pow2(pow2(1.0 - abs(VdotU))));
|
||||
|
||||
#if defined IS_IRIS && MC_VERSION >= 12109 && EP_END_FLASH % 2 == 0
|
||||
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
|
||||
worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
|
||||
vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos;
|
||||
vec3 nViewPosWorldM = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z));
|
||||
|
||||
float endFlashDirectionFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorldM)), 12.0);
|
||||
float endFlashFactor = endFlashIntensity * endFlashDirectionFactor;
|
||||
|
||||
beamOrangeIncreaser = mix(beamOrangeIncreaser, 1.0, endFlashFactor);
|
||||
beamPurpleReducer = mix(beamPurpleReducer, 1.6, endFlashFactor);
|
||||
beamPow = mix(beamPow, 0.7, endFlashFactor * (pow(VdotUM, 8.0) * 0.75 + 0.25 * pow(1.0 - abs(VdotU) * 0.1 - 0.9 * pow2(VdotU), 30.0)));
|
||||
//beamPow = max(beamPow, 0.0001); // fix NaNs
|
||||
VdotUM = mix(VdotUM, sqrt2(VdotUM), endFlashFactor);
|
||||
#endif
|
||||
|
||||
vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - beamPurpleReducer) * E_BEAM_I;
|
||||
vec3 beamOrange = endOrangeCol * (300.0 + 700.0 * beamOrangeIncreaser);
|
||||
|
||||
vec4 beams = vec4(0.0);
|
||||
float gradientMix = 1.0;
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
vec2 planeCoord = playerPos.xz + cameraPosition.xz;
|
||||
planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014;
|
||||
|
||||
float noise = BeamNoise(planeCoord, wind);
|
||||
#ifndef BEAMS_NEAR_PLAYER
|
||||
noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0;
|
||||
#else
|
||||
noise = max(0.75 - 1.0 / abs(noise - (4.0 + dot(upVec, upVec) * 2.0)), 0.0) * 3.0;
|
||||
#endif
|
||||
|
||||
|
||||
if (noise > 0.0) {
|
||||
noise *= 0.65;
|
||||
float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b;
|
||||
noise *= 0.5 * fireNoise + 0.75;
|
||||
//noise = max0(noise); // fix NaNs
|
||||
noise = pow(noise, 1.75) * 2.9 / sampleCount;
|
||||
#ifndef BEAMS_NEAR_PLAYER
|
||||
noise *= VdotUM2;
|
||||
#endif
|
||||
|
||||
vec3 beamColor = beamPurple;
|
||||
beamColor += beamOrange * pow2(pow2(fireNoise - 0.5));
|
||||
beamColor *= gradientMix / sampleCount;
|
||||
|
||||
noise *= exp2(-6.0 * i / float(sampleCount));
|
||||
beams += vec4(noise * beamColor, noise);
|
||||
}
|
||||
gradientMix += 1.0;
|
||||
}
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
beams.rgb += 0.2 * isLightningActive();
|
||||
#endif
|
||||
beamMult *= pow(beams.a, beamPow) * 3.5;
|
||||
beams.rgb = sqrt(beams.rgb) * beamMult;
|
||||
|
||||
if(any(isnan(beams.rgb))) beams.rgb = vec3(0.0);
|
||||
|
||||
return beams.rgb;
|
||||
}
|
||||
|
||||
#endif //INCLUDE_ENDER_BEAMS
|
||||
@@ -0,0 +1,48 @@
|
||||
#include "/lib/shaderSettings/enderStars.glsl"
|
||||
vec3 GetEnderStars(vec3 viewPos, float VdotU, float sizeMult, float starAmount) {
|
||||
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
|
||||
vec3 starCoord = 0.65 * wpos / (abs(wpos.y) + length(wpos.xz));
|
||||
vec2 starCoord2 = starCoord.xz * 0.5 / (END_STAR_SIZE * sizeMult);
|
||||
starCoord2 += VdotU < 0.0 ? 100.0 : 0.0;
|
||||
|
||||
const float starFactor = 1024.0;
|
||||
vec2 fractPart = fract(starCoord2 * starFactor);
|
||||
starCoord2 = floor(starCoord2 * starFactor) / starFactor;
|
||||
|
||||
float star = GetStarNoise(starCoord2.xy) * GetStarNoise(starCoord2.xy+0.1) * GetStarNoise(starCoord2.xy+0.23);
|
||||
|
||||
#if END_STAR_AMOUNT == 0
|
||||
star = max0(star - 0.77);
|
||||
#elif END_STAR_AMOUNT == 2
|
||||
star = max0((star + 0.15) * 0.9 - 0.7);
|
||||
#elif END_STAR_AMOUNT == 3
|
||||
star = max0((star + 0.4) * 0.8 - 0.7);
|
||||
#elif END_STAR_AMOUNT == 4
|
||||
star = max0((star + 0.5) * 0.8 - 0.7);
|
||||
#else
|
||||
star = max0(star - 0.7);
|
||||
#endif
|
||||
|
||||
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_END / 10.0, STAR_SOFTNESS_END);
|
||||
star = max0(star - starAmount * 0.1);
|
||||
star *= star;
|
||||
|
||||
vec3 starColor = GetStarColor(starCoord2,
|
||||
endSkyColor,
|
||||
vec3(STAR_COLOR_1_END_R, STAR_COLOR_1_END_G, STAR_COLOR_1_END_B),
|
||||
vec3(STAR_COLOR_2_END_R, STAR_COLOR_2_END_G, STAR_COLOR_2_END_B),
|
||||
vec3(STAR_COLOR_3_END_R, STAR_COLOR_3_END_G, STAR_COLOR_3_END_B),
|
||||
float(STAR_COLOR_VARIATION_END));
|
||||
|
||||
vec3 enderStars = star * starColor * 3000.0 * END_STAR_BRIGHTNESS;
|
||||
|
||||
float VdotUM1 = abs(VdotU);
|
||||
float VdotUM2 = pow2(1.0 - VdotUM1);
|
||||
enderStars *= VdotUM1 * VdotUM1 * (VdotUM2 + 0.015) + 0.015;
|
||||
|
||||
#if END_TWINKLING_STARS > 0
|
||||
enderStars *= getTwinklingStars(starCoord2, float(END_TWINKLING_STARS));
|
||||
#endif
|
||||
|
||||
return enderStars;
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
#include "/lib/shaderSettings/bloom.glsl"
|
||||
#ifdef CAVE_FOG
|
||||
#include "/lib/atmospherics/fog/caveFactor.glsl"
|
||||
#endif
|
||||
|
||||
const float rainBloomAdd = 8.0;
|
||||
const float nightBloomAdd = 3.0;
|
||||
const float caveBloomAdd = 14.0;
|
||||
const float waterBloomAdd = 14.0;
|
||||
|
||||
#ifdef BORDER_FOG
|
||||
const float netherBloomAdd = 14.0;
|
||||
#else
|
||||
const float netherBloomAdd = 3.0;
|
||||
#endif
|
||||
|
||||
float GetBloomFog(float lViewPos) {
|
||||
#ifdef OVERWORLD
|
||||
float bloomFog = pow2(pow2(1.0 - exp(-lViewPos * (0.02 + 0.04 * float(isEyeInWater == 1)))));
|
||||
|
||||
float bloomFogMult;
|
||||
if (isEyeInWater != 1) {
|
||||
bloomFogMult = (rainFactor2 * rainBloomAdd + nightBloomAdd * (1.0 - sunFactor)) * eyeBrightnessM;
|
||||
#ifdef CAVE_FOG
|
||||
bloomFogMult += GetCaveFactor() * caveBloomAdd;
|
||||
#endif
|
||||
} else {
|
||||
bloomFogMult = waterBloomAdd;
|
||||
}
|
||||
#elif defined NETHER
|
||||
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
|
||||
float bloomFog = lViewPos / clamp(farM, 96.0, 256.0);
|
||||
bloomFog *= bloomFog * bloomFog;
|
||||
bloomFog = 1.0 - exp(-8.0 * bloomFog);
|
||||
bloomFog *= float(isEyeInWater == 0);
|
||||
|
||||
float bloomFogMult = netherBloomAdd;
|
||||
#else
|
||||
float bloomFog = 0.0;
|
||||
float bloomFogMult = 0.0;
|
||||
#endif
|
||||
|
||||
bloomFogMult *= BLOOM_STRENGTH * 8.33333;
|
||||
|
||||
return 1.0 + bloomFog * bloomFogMult;
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef INCLUDE_CAVE_FACTOR
|
||||
#define INCLUDE_CAVE_FACTOR
|
||||
#define CAVE_FOG_R_NEW 0.13 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CAVE_FOG_G_NEW 0.13 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CAVE_FOG_B_NEW 0.15 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CAVE_FOG_I 1.00 //[0.20 0.25 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.0]
|
||||
|
||||
float GetCaveFactor() {
|
||||
return clamp(1.0 - cameraPosition.y / oceanAltitude, 0.0, 1.0 - eyeBrightnessM);
|
||||
}
|
||||
|
||||
vec3 caveFogColorRaw = vec3(CAVE_FOG_R_NEW, CAVE_FOG_G_NEW, CAVE_FOG_B_NEW) * CAVE_FOG_I;
|
||||
#if CAVE_LIGHTING < 100
|
||||
vec3 caveFogColor = caveFogColorRaw * 0.7;
|
||||
#elif CAVE_LIGHTING == 100
|
||||
vec3 caveFogColor = caveFogColorRaw * (0.7 + 0.3 * vsBrightness); // Default
|
||||
#elif CAVE_LIGHTING > 100
|
||||
vec3 caveFogColor = caveFogColorRaw;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
vec3 GetColoredLightFog(vec3 nPlayerPos, vec3 translucentMult, float lViewPos, float lViewPos1, float dither, float vlFactor) {
|
||||
vec3 lightFog = vec3(0.0);
|
||||
|
||||
float stepMult = 8.0;
|
||||
|
||||
#ifdef CAVE_SMOKE
|
||||
float caveFactor = GetCaveFactor() * (1.0 - clamp01(isEyeInWater));
|
||||
#endif
|
||||
|
||||
float maxDist = min(effectiveACTdistance * 0.5, far);
|
||||
int sampleCount = int(maxDist / stepMult + 0.001);
|
||||
vec3 traceAdd = nPlayerPos * stepMult;
|
||||
vec3 tracePos = traceAdd * dither;
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
tracePos += traceAdd;
|
||||
|
||||
float lTracePos = length(tracePos);
|
||||
if (lTracePos > lViewPos1) break;
|
||||
if (any(greaterThan(abs(tracePos * 2.0), vec3(voxelVolumeSize)))) break;
|
||||
|
||||
vec3 voxelPos = SceneToVoxel(tracePos);
|
||||
voxelPos = clamp01(voxelPos / vec3(voxelVolumeSize));
|
||||
|
||||
vec4 lightVolume = GetLightVolume(voxelPos);
|
||||
vec3 lightSample = lightVolume.rgb;
|
||||
|
||||
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && defined END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT
|
||||
vec3 endCenterCol = saturateColors(vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B), 1.1);
|
||||
vec3 endCenterPos = vec3(0.5, 60.5, 0.5) - (tracePos + cameraPositionBest);
|
||||
endCenterPos.y *= 0.66; // Make it a pill-shaped point light
|
||||
float rawDistance = length(endCenterPos);
|
||||
float endCenterLightDist = exp(-rawDistance * 0.62) * 100;
|
||||
lightSample = mix(lightSample, clamp01(saturateColors(endCenterCol, 1.3)), clamp01(endCenterLightDist) * (1.0 - vlFactor));
|
||||
#endif
|
||||
|
||||
float lTracePosM = length(
|
||||
vec3(
|
||||
tracePos.x,
|
||||
#if COLORED_LIGHTING_INTERNAL <= 512
|
||||
tracePos.y * 2.0,
|
||||
#elif COLORED_LIGHTING_INTERNAL == 768
|
||||
tracePos.y * 3.0,
|
||||
#elif COLORED_LIGHTING_INTERNAL == 1024
|
||||
tracePos.y * 4.0,
|
||||
#endif
|
||||
tracePos.z
|
||||
)
|
||||
);
|
||||
lightSample *= max0(1.0 - lTracePosM / maxDist);
|
||||
lightSample *= pow2(min1(lTracePos * 0.03125));
|
||||
|
||||
#ifdef CAVE_SMOKE
|
||||
if (caveFactor > 0.00001) {
|
||||
vec3 smokePos = 0.0025 * (tracePos + cameraPosition);
|
||||
vec3 smokeWind = frameTimeCounter * vec3(0.006, 0.003, 0.0);
|
||||
float smoke = Noise3D(smokePos + smokeWind)
|
||||
* Noise3D(smokePos * 3.0 - smokeWind)
|
||||
* Noise3D(smokePos * 9.0 + smokeWind);
|
||||
smoke = smoothstep1(smoke);
|
||||
lightSample *= mix(1.0, smoke * 16.0, caveFactor);
|
||||
lightSample += caveFogColor * pow2(smoke) * 0.05 * caveFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (lTracePos > lViewPos) lightSample *= translucentMult;
|
||||
lightFog += lightSample;
|
||||
}
|
||||
|
||||
#ifdef NETHER
|
||||
lightFog *= netherColor * 5.0;
|
||||
#endif
|
||||
|
||||
lightFog *= 1.0 - maxBlindnessDarkness;
|
||||
lightFog = pow(lightFog / sampleCount, vec3(0.25));
|
||||
|
||||
return lightFog;
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#if !defined END_CENTER_FOG
|
||||
#define END_CENTER_FOG
|
||||
float doEndCenterFog(vec3 ro, vec3 rayDir, float wsdist, float falloff) { // Thanks to FoZy STYLE
|
||||
vec3 d = ro - vec3(0.5, 60.5, 0.5); // Light source vector
|
||||
d.y *= 0.7;
|
||||
rayDir.y *= 0.7;
|
||||
|
||||
float a = falloff * dot(rayDir, rayDir);
|
||||
float b = 2.0 * falloff * dot(rayDir, d);
|
||||
float c = 1.0 + falloff * dot(d, d);
|
||||
|
||||
float sqrtDiscr = max(0.001, sqrt(4.0 * a * c - b * b));
|
||||
float upper = (2.0 * a * wsdist + b) / sqrtDiscr;
|
||||
float lower = b / sqrtDiscr;
|
||||
|
||||
return 2.0 * (atan(upper) - atan(lower)) / sqrtDiscr;
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,277 @@
|
||||
#include "/lib/shaderSettings/mainFog.glsl"
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
#include "/lib/colors/colorMultipliers.glsl"
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
#include "/lib/colors/moonPhaseInfluence.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef BORDER_FOG
|
||||
#ifdef OVERWORLD
|
||||
#include "/lib/atmospherics/sky.glsl"
|
||||
#elif defined NETHER || defined END
|
||||
#include "/lib/colors/skyColors.glsl"
|
||||
#endif
|
||||
|
||||
void DoBorderFog(inout vec4 color, inout float skyFade, float lPos, float VdotU, float VdotS, float dither) {
|
||||
#ifdef OVERWORLD
|
||||
float fog = lPos / renderDistance;
|
||||
fog = pow2(pow2(fog));
|
||||
#ifndef DISTANT_HORIZONS
|
||||
fog = pow2(pow2(fog));
|
||||
#endif
|
||||
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_OVERWORLD * fog);
|
||||
#endif
|
||||
#ifdef NETHER
|
||||
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
|
||||
float fog = lPos / farM;
|
||||
fog = fog * 0.3 + 0.7 * pow(fog * BORDER_FOG_DISTANCE_NETHER / 3, 256.0 / max(farM, 256.0));
|
||||
#endif
|
||||
#ifdef END
|
||||
float fog = lPos / renderDistance;
|
||||
fog = pow2(pow2(fog));
|
||||
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_END * fog);
|
||||
#endif
|
||||
|
||||
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
||||
#if defined GBUFFERS_WATER || defined DEFERRED1
|
||||
float chunkFadeM = mix(1.0, chunkFade, pow2(clamp01(lPos * 0.015))); // don't do fade very close to the player
|
||||
fog = mix(1.0, fog, chunkFadeM);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
if (fog > 0.0) {
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 fogColorM = GetSky(VdotU, VdotS, dither, true, false);
|
||||
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_OVERWORLD
|
||||
#elif defined NETHER
|
||||
vec3 fogColorM = netherColor;
|
||||
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_NETHER
|
||||
#else
|
||||
vec3 fogColorM = endSkyColor;
|
||||
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_END
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
fogColorM *= atmColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
fogColorM *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
fog *= BORDER_FOG_DENSITY;
|
||||
color = mix(color, vec4(fogColorM, 0.0), fog);
|
||||
|
||||
#ifndef GBUFFERS_WATER
|
||||
skyFade = fog;
|
||||
#else
|
||||
skyFade = fog * (1.0 - isEyeInWater);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
#include "/lib/atmospherics/fog/caveFactor.glsl"
|
||||
|
||||
void DoCaveFog(inout vec4 color, float lViewPos) {
|
||||
float fog = GetCaveFactor() * (0.9 - 0.9 * exp(- lViewPos * 0.015 * CAVE_FOG_DENSITY));
|
||||
|
||||
color = mix(color, vec4(caveFogColor, 0.0), fog);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ATMOSPHERIC_FOG
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
#include "/lib/colors/skyColors.glsl"
|
||||
|
||||
// SRATA: Atm. fog starts reducing above this altitude
|
||||
// CRFTM: Atm. fog continues reducing for this meters
|
||||
#ifdef OVERWORLD
|
||||
#define atmFogSRATA ATM_FOG_ALTITUDE + 0.1
|
||||
#ifndef DISTANT_HORIZONS
|
||||
float atmFogCRFTM = 60.0;
|
||||
#else
|
||||
float atmFogCRFTM = 90.0;
|
||||
#endif
|
||||
|
||||
vec3 GetAtmFogColor(float altitudeFactorRaw, float VdotS) {
|
||||
vec3 atmFogColor = vec3(ATMOSPHERIC_FOG_R_NEW, ATMOSPHERIC_FOG_G_NEW, ATMOSPHERIC_FOG_B_NEW) * ATMOSPHERIC_FOG_I;
|
||||
#ifdef RADIOACTIVE_ATMOSPHERIC_FOG
|
||||
atmFogColor *= GetLuminance(atmFogColor) * 10;
|
||||
#endif
|
||||
|
||||
float nightFogMult = 2.5 - 0.625 * max(pow2(pow2(altitudeFactorRaw)), rainFactor);
|
||||
float dayNightFogBlend = pow(invNightFactor, 4.0 - VdotS - 2.5 * sunVisibility2);
|
||||
return atmFogColor * mix(
|
||||
nightUpSkyColor * (nightFogMult - dayNightFogBlend * nightFogMult),
|
||||
dayDownSkyColor * (0.9 + 0.3 * noonFactor),
|
||||
dayNightFogBlend
|
||||
);
|
||||
}
|
||||
#else
|
||||
float atmFogSRATA = 55.1;
|
||||
float atmFogCRFTM = 30.0;
|
||||
#endif
|
||||
|
||||
float GetAtmFogAltitudeFactor(float altitude) {
|
||||
float altitudeFactor = pow2(1.0 - clamp(altitude - atmFogSRATA, 0.0, atmFogCRFTM) / atmFogCRFTM);
|
||||
#ifndef LIGHTSHAFTS_ACTIVE
|
||||
altitudeFactor = mix(altitudeFactor, 1.0, rainFactor * 0.2);
|
||||
#endif
|
||||
return altitudeFactor;
|
||||
}
|
||||
|
||||
void DoAtmosphericFog(inout vec4 color, vec3 playerPos, float lViewPos, float VdotS) {
|
||||
#ifndef DISTANT_HORIZONS
|
||||
float renDisFactor = min1(192.0 / renderDistance);
|
||||
|
||||
#if ATM_FOG_DISTANCE != 100
|
||||
#define ATM_FOG_DISTANCE_M 100.0 / ATM_FOG_DISTANCE;
|
||||
renDisFactor *= ATM_FOG_DISTANCE_M;
|
||||
#endif
|
||||
float fog = 1.0 - exp(-pow(lViewPos * (0.001 - 0.0007 * rainFactor), 2.0 - rainFactor2) * lViewPos * renDisFactor);
|
||||
#else
|
||||
float fog = pow2(1.0 - exp(-max0(lViewPos - 40.0) * (0.7 + 0.7 * rainFactor) / ATM_FOG_DISTANCE));
|
||||
#endif
|
||||
|
||||
float atmFogA = 1.0;
|
||||
atmFogA *= ATMOSPHERIC_FOG_DENSITY * ATM_FOG_MULT;
|
||||
fog *= atmFogA - 0.1 - 0.15 * invRainFactor;
|
||||
|
||||
float altitudeFactorRaw = GetAtmFogAltitudeFactor(playerPos.y + cameraPosition.y);
|
||||
|
||||
#ifndef DISTANT_HORIZONS
|
||||
float altitudeFactor = altitudeFactorRaw * 0.9 + 0.1;
|
||||
#else
|
||||
float altitudeFactor = altitudeFactorRaw * 0.8 + 0.2;
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
altitudeFactor *= 1.0 - 0.75 * GetAtmFogAltitudeFactor(cameraPosition.y) * invRainFactor;
|
||||
|
||||
#if defined SPECIAL_BIOME_WEATHER || RAIN_STYLE == 2
|
||||
if (isEyeInWater == 0) {
|
||||
#if RAIN_STYLE == 2
|
||||
float factor = 1.0;
|
||||
#else
|
||||
float factor = max(inSnowy, inDry);
|
||||
#endif
|
||||
|
||||
float fogFactor = 4.0;
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
fogFactor += 2.0 * inDry;
|
||||
#endif
|
||||
fogFactor *= 0.5 + 0.5 * sunVisibility;
|
||||
|
||||
float fogIntense = pow2(1.0 - exp(-lViewPos * fogFactor / ATM_FOG_DISTANCE));
|
||||
fog = mix(fog, fogIntense / altitudeFactor, 0.8 * rainFactor * factor);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
|
||||
fog *= 1.0 - GetCaveFactor();
|
||||
#else
|
||||
fog *= eyeBrightnessM;
|
||||
#endif
|
||||
#else
|
||||
fog *= 0.5;
|
||||
#endif
|
||||
|
||||
fog *= altitudeFactor;
|
||||
|
||||
if (fog > 0.0) {
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 fogColorM = GetAtmFogColor(altitudeFactorRaw, VdotS);
|
||||
#else
|
||||
vec3 fogColorM = endSkyColor * 1.5;
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
fogColorM *= atmColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
fogColorM *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
color = mix(color, vec4(fogColorM, 0.0), fog);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#include "/lib/atmospherics/fog/waterFog.glsl"
|
||||
|
||||
void DoWaterFog(inout vec4 color, float lViewPos) {
|
||||
float fog = GetWaterFog(lViewPos);
|
||||
color = mix(color, vec4(waterFogColor, 0), fog);
|
||||
}
|
||||
|
||||
void DoLavaFog(inout vec4 color, float lViewPos) {
|
||||
float fog = (lViewPos * 3.0 - gl_Fog.start) * gl_Fog.scale;
|
||||
|
||||
#ifdef LESS_LAVA_FOG
|
||||
fog = sqrt(fog) * 0.4;
|
||||
#endif
|
||||
|
||||
fog = 1.0 - exp(-fog);
|
||||
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
color = mix(color, vec4(fogColor * 5.0, 0.0), fog);
|
||||
}
|
||||
|
||||
void DoPowderSnowFog(inout vec4 color, float lViewPos) {
|
||||
float fog = lViewPos;
|
||||
|
||||
#ifdef LESS_LAVA_FOG
|
||||
fog = sqrt(fog) * 0.4;
|
||||
#endif
|
||||
|
||||
fog *= fog;
|
||||
fog = 1.0 - exp(-fog);
|
||||
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
color = mix(color, vec4(fogColor, 0.0), fog);
|
||||
}
|
||||
|
||||
void DoBlindnessFog(inout vec4 color, float lViewPos) {
|
||||
float fog = lViewPos * 0.3 * blindness;
|
||||
fog *= fog;
|
||||
fog = 1.0 - exp(-fog);
|
||||
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
color *= 1.0 - fog;
|
||||
}
|
||||
|
||||
void DoDarknessFog(inout vec4 color, float lViewPos) {
|
||||
float fog = lViewPos * 0.075 * darknessFactor;
|
||||
fog *= fog;
|
||||
fog *= fog;
|
||||
color *= exp(-fog);
|
||||
}
|
||||
|
||||
void DoFog(inout vec4 color, inout float skyFade, float lViewPos, vec3 playerPos, float VdotU, float VdotS, float dither, bool isReflection, float lBlockPos) {
|
||||
#ifdef CAVE_FOG
|
||||
DoCaveFog(color, lViewPos);
|
||||
#endif
|
||||
#ifdef ATMOSPHERIC_FOG
|
||||
float lViewPosAtm = lViewPos;
|
||||
// Reduce fog if the reflecting block is already behind fog, and fogging the reflection would result in too much fog
|
||||
if (isReflection) lViewPosAtm *= 0.2 + 0.8 * sqrt1(max0(1.0 - lBlockPos / lViewPos));
|
||||
DoAtmosphericFog(color, playerPos, lViewPosAtm, VdotS);
|
||||
#endif
|
||||
#ifdef BORDER_FOG
|
||||
DoBorderFog(color, skyFade, max(length(playerPos.xz), abs(playerPos.y)), VdotU, VdotS, dither);
|
||||
#endif
|
||||
|
||||
if (isEyeInWater == 1) DoWaterFog(color, lViewPos);
|
||||
else if (isEyeInWater == 2) DoLavaFog(color, lViewPos);
|
||||
else if (isEyeInWater == 3) DoPowderSnowFog(color, lViewPos);
|
||||
|
||||
if (blindness > 0.00001) DoBlindnessFog(color, lViewPos);
|
||||
if (darknessFactor > 0.00001) DoDarknessFog(color, lViewPos);
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef INCLUDE_WATER_FOG
|
||||
#define INCLUDE_WATER_FOG
|
||||
|
||||
float GetWaterFog(float lViewPos) {
|
||||
#if WATER_FOG_MULT != 100
|
||||
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
|
||||
lViewPos *= WATER_FOG_MULT_M;
|
||||
#endif
|
||||
|
||||
#if LIGHTSHAFT_QUALI > 0 && SHADOW_QUALITY > -1
|
||||
float fog = lViewPos / 48.0;
|
||||
fog *= fog;
|
||||
#else
|
||||
float fog = lViewPos / 32.0;
|
||||
#endif
|
||||
|
||||
return 1.0 - exp(-fog);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,43 @@
|
||||
vec3 GetNetherNoise(vec3 viewPos, float VdotU, float dither) {
|
||||
float visibility = clamp01(VdotU * 1.875 - 0.225);
|
||||
visibility *= 1.0 - VdotU * 0.75 - maxBlindnessDarkness;
|
||||
|
||||
if (visibility > 0.0) {
|
||||
vec3 spots = vec3(0.0);
|
||||
|
||||
float eyeAltitude1 = eyeAltitude * 0.005;
|
||||
float noiseHeightFactor = max(0.0, 1.5 - eyeAltitude1 / (eyeAltitude1 + 1.0));
|
||||
noiseHeightFactor *= noiseHeightFactor;
|
||||
float noiseHeight = noiseHeightFactor * 0.5;
|
||||
|
||||
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
|
||||
wpos.xz /= wpos.y;
|
||||
|
||||
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
|
||||
cameraPositionM.x += frameTimeCounter * 0.004;
|
||||
|
||||
int sampleCount = 10;
|
||||
int sampleCountP = sampleCount + 5;
|
||||
float ditherM = dither + 5.0;
|
||||
float wind = fract(frameTimeCounter * 0.0125);
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
float current = pow2((i + ditherM) / sampleCountP);
|
||||
|
||||
vec2 planePos = wpos.xz * (0.8 + current) * noiseHeight;
|
||||
planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 1.5;
|
||||
float noiseSpots = texture2DLod(noisetex, planePos * 0.5, 0.0).g;
|
||||
vec3 noise = texture2DLod(noisetex, vec2(noiseSpots) + wind, 0.0).g * netherColor * 2.5 - netherColor * 1.3;
|
||||
|
||||
float currentM = 1.0 - current;
|
||||
spots += noise * currentM * 6.0;
|
||||
}
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
spots += 2.0 * isLightningActive();
|
||||
#endif
|
||||
|
||||
return spots * visibility / sampleCount;
|
||||
}
|
||||
|
||||
return vec3(0.0);
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
vec4 GetNetherStorm(vec3 color, vec3 translucentMult, vec3 nPlayerPos, vec3 playerPos, float lViewPos, float lViewPos1, float dither) {
|
||||
if (isEyeInWater != 0) return vec4(0.0);
|
||||
vec4 netherStorm = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
|
||||
#ifdef BORDER_FOG
|
||||
float maxDist = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
|
||||
#else
|
||||
float maxDist = renderDistance;
|
||||
#endif
|
||||
|
||||
#ifndef LOW_QUALITY_NETHER_STORM
|
||||
int sampleCount = int(maxDist / 8.0 + 0.001);
|
||||
|
||||
vec3 traceAdd = nPlayerPos * maxDist / sampleCount;
|
||||
vec3 tracePos = cameraPosition;
|
||||
tracePos += traceAdd * dither;
|
||||
#else
|
||||
int sampleCount = int(maxDist / 16.0 + 0.001);
|
||||
|
||||
vec3 traceAdd = 0.75 * nPlayerPos * maxDist / sampleCount;
|
||||
vec3 tracePos = cameraPosition;
|
||||
tracePos += traceAdd * dither;
|
||||
tracePos += traceAdd * sampleCount * 0.25;
|
||||
#endif
|
||||
|
||||
vec3 translucentMultM = pow(translucentMult, vec3(1.0 / sampleCount));
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
tracePos += traceAdd;
|
||||
|
||||
vec3 tracedPlayerPos = tracePos - cameraPosition;
|
||||
float lTracePos = length(tracedPlayerPos);
|
||||
if (lTracePos > lViewPos1) break;
|
||||
|
||||
vec3 wind = vec3(frameTimeCounter * 0.002);
|
||||
|
||||
vec3 tracePosM = tracePos * 0.001;
|
||||
tracePosM.y += tracePosM.x;
|
||||
tracePosM += Noise3D(tracePosM - wind) * 0.01;
|
||||
tracePosM = tracePosM * vec3(2.0, 0.5, 2.0);
|
||||
|
||||
float traceAltitudeM = abs(tracePos.y - NETHER_STORM_LOWER_ALT);
|
||||
if (tracePos.y < NETHER_STORM_LOWER_ALT) traceAltitudeM *= 10.0;
|
||||
traceAltitudeM = 1.0 - min1(abs(traceAltitudeM) / NETHER_STORM_HEIGHT);
|
||||
|
||||
for (int h = 0; h < 4; h++) {
|
||||
float stormSample = pow2(Noise3D(tracePosM + wind));
|
||||
stormSample *= traceAltitudeM;
|
||||
stormSample = pow2(pow2(stormSample));
|
||||
stormSample *= sqrt1(max0(1.0 - lTracePos / maxDist));
|
||||
|
||||
netherStorm.a += stormSample;
|
||||
tracePosM *= 2.0;
|
||||
wind *= -2.0;
|
||||
}
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
vec3 lightningPos = getLightningPos(tracePos - cameraPosition, lightningBoltPosition.xyz, false);
|
||||
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 150.0, 0.0, 0) * isLightningActive() * 8.0;
|
||||
netherStorm.rgb += lightningAdd.y;
|
||||
#endif
|
||||
|
||||
if (lTracePos > lViewPos) netherStorm.rgb *= translucentMultM;
|
||||
}
|
||||
|
||||
#ifdef LOW_QUALITY_NETHER_STORM
|
||||
netherStorm.a *= 1.8;
|
||||
#endif
|
||||
|
||||
netherStorm.a = min1(netherStorm.a * NETHER_STORM_I);
|
||||
|
||||
netherStorm.rgb *= netherColor * 3.0 * (1.0 - maxBlindnessDarkness);
|
||||
|
||||
//if (netherStorm.a > 0.98) netherStorm.rgb = vec3(1,0,1);
|
||||
//netherStorm.a *= 1.0 - max0(netherStorm.a - 0.98) * 50.0;
|
||||
|
||||
return netherStorm;
|
||||
}
|
||||
@@ -0,0 +1,199 @@
|
||||
#include "/lib/atmospherics/stars.glsl"
|
||||
|
||||
// Nebula implementation by flytrap https://godotshaders.com/shader/2d-nebula-shader/
|
||||
#include "/lib/shaderSettings/stars.glsl"
|
||||
#include "/lib/shaderSettings/nightNebula.glsl"
|
||||
|
||||
#ifndef HQ_NIGHT_NEBULA
|
||||
const int OCTAVE = 5;
|
||||
#else
|
||||
const int OCTAVE = 8;
|
||||
#endif
|
||||
|
||||
const float timescale = 5.0;
|
||||
const float zoomScale = NEBULA_ZOOM_LEVEL;
|
||||
|
||||
const vec4 CLOUD1_COL = vec4(NEBULA_R_1, NEBULA_G_1, NEBULA_B_1, 0.4);
|
||||
const vec4 CLOUD2_COL = vec4(NEBULA_R_2, NEBULA_G_2, NEBULA_B_2, 0.2);
|
||||
const vec4 CLOUD3_COL = vec4(NEBULA_R_3, NEBULA_G_3, NEBULA_B_3, 1.0);
|
||||
|
||||
float sinM(float x) {
|
||||
return sin(mod(x, 2.0 * pi));
|
||||
}
|
||||
|
||||
float cosM(float x) {
|
||||
return cos(mod(x, 2.0 * pi));
|
||||
}
|
||||
|
||||
float rand(vec2 inCoord){
|
||||
return fract(sinM(dot(inCoord, vec2(23.53, 44.0))) * 42350.45);
|
||||
}
|
||||
|
||||
float perlin(vec2 inCoord){
|
||||
vec2 i = floor(inCoord);
|
||||
vec2 j = fract(inCoord);
|
||||
vec2 coord = smoothstep(0.0, 1.0, j);
|
||||
|
||||
float a = rand(i);
|
||||
float b = rand(i + vec2(1.0, 0.0));
|
||||
float c = rand(i + vec2(0.0, 1.0));
|
||||
float d = rand(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, coord.x), mix(c, d, coord.x), coord.y);
|
||||
}
|
||||
|
||||
float fbmCloud(vec2 inCoord, float minimum){
|
||||
float value = 0.0;
|
||||
float scale = NEBULA_AMOUNT * 0.1 + 0.45;
|
||||
|
||||
for (int i = 0; i < OCTAVE; i++){
|
||||
value += perlin(inCoord) * scale;
|
||||
inCoord *= 2.0;
|
||||
scale *= 0.5;
|
||||
}
|
||||
|
||||
return smoothstep(0.0, 1.0, (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum));
|
||||
}
|
||||
|
||||
float fbmCloud2(vec2 inCoord, float minimum){
|
||||
float value = 0.0;
|
||||
float scale = (NEBULA_AMOUNT + 0.1) * 0.25 + 0.35;
|
||||
|
||||
for (int i = 0; i < OCTAVE; i++){
|
||||
value += perlin(inCoord) * scale;
|
||||
inCoord *= 2.0;
|
||||
scale *= 0.5;
|
||||
}
|
||||
|
||||
return (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum);
|
||||
}
|
||||
|
||||
vec2 warpCoords(vec2 coord, float warpAmount) {
|
||||
float angle = perlin(coord * 0.5) * 6.28318 * warpAmount;
|
||||
float strength = perlin(coord * 0.7 + 0.5) * warpAmount;
|
||||
vec2 offset = vec2(cos(angle), sin(angle)) * strength;
|
||||
return coord + offset;
|
||||
}
|
||||
|
||||
vec3 GetNightNebula(vec3 viewPos, float VdotU, float VdotS) {
|
||||
float VdotUFactor = max0(VdotU);
|
||||
float starsAroundSun = 1.0;
|
||||
#ifdef CELESTIAL_BOTH_HEMISPHERES
|
||||
VdotUFactor = VdotU;
|
||||
#ifdef SUN_MOON_HORIZON
|
||||
starsAroundSun = max0(sign(VdotU));
|
||||
#endif
|
||||
#endif
|
||||
float originalVdotUFactor = VdotUFactor;
|
||||
float horizonPower = NEBULA_HORIZON_STRENGTH * 0.05 + 0.5;
|
||||
|
||||
#if NEBULA_HORIZON_STRENGTH < 10
|
||||
VdotUFactor = pow(VdotUFactor, horizonPower);
|
||||
#endif
|
||||
|
||||
float nebulaFactor = pow2(VdotUFactor * min1(nightFactor * 2.0));
|
||||
|
||||
#if NEBULA_HORIZON_STRENGTH < 10
|
||||
float brightnessCompensation = 1.0 - (1.0 - horizonPower) * 0.5 * max0(originalVdotUFactor);
|
||||
nebulaFactor *= brightnessCompensation;
|
||||
#endif
|
||||
|
||||
#ifdef CLEAR_SKY_WHEN_RAINING
|
||||
nebulaFactor *= min1(invRainFactor + 0.4);
|
||||
#else
|
||||
nebulaFactor *= invRainFactor;
|
||||
#endif
|
||||
|
||||
nebulaFactor -= maxBlindnessDarkness;
|
||||
|
||||
#if NEBULA_MOON_CONDITION == 1
|
||||
if (moonPhase != 4) return vec3(0.0);
|
||||
#elif NEBULA_MOON_CONDITION == 2
|
||||
if (moonPhase != 0) return vec3(0.0);
|
||||
#elif NEBULA_MOON_CONDITION == 3
|
||||
if (moonPhase == 0 || moonPhase == 4) return vec3(0.0);
|
||||
#elif NEBULA_MOON_CONDITION == 4
|
||||
nebulaFactor *= step(0.5, hash11(float(worldDay) + float(moonPhase) * 37.0));
|
||||
#elif NEBULA_MOON_CONDITION == 5
|
||||
nebulaFactor *= clamp01(max(moonPhase, 1) % 4);
|
||||
#endif
|
||||
|
||||
if (nebulaFactor < 0.001) return vec3(0.0);
|
||||
|
||||
vec2 UV = GetStarCoord(viewPos, 0.75);
|
||||
float TIME = syncedTime * 0.003 + 15.0;
|
||||
float timescaled = TIME * timescale;
|
||||
|
||||
float sinTime = sinM(0.07 * timescaled);
|
||||
float cosTime06 = cosM(0.06 * timescaled);
|
||||
float cosTime07 = cosM(0.07 * timescaled);
|
||||
|
||||
float tide = 0.05 * sinM(TIME);
|
||||
float tide2 = 0.06 * cosM(0.3 * TIME);
|
||||
|
||||
vec4 nebulaTexture = vec4(vec3(0.0), 0.5 + 0.2 * sinM(0.23 * TIME + UV.x - UV.y));
|
||||
|
||||
#if PIXELATED_NEBULA > 0
|
||||
float pixelFactor = PIXELATED_NEBULA * 2.0;
|
||||
vec2 baseUV = floor(UV * pixelFactor) / pixelFactor;
|
||||
#else
|
||||
vec2 baseUV = UV;
|
||||
#endif
|
||||
|
||||
vec2 scaledUV = baseUV * zoomScale;
|
||||
vec2 cloudUV2 = vec2(scaledUV.x + 0.03 * timescaled * sinTime, scaledUV.y + 0.03 * timescaled * cosTime06);
|
||||
vec2 cloudUV3 = vec2(scaledUV.x + 0.027 * timescaled * sinTime, scaledUV.y + 0.025 * timescaled * cosTime06);
|
||||
vec2 cloudUV4 = vec2(scaledUV.x + 0.021 * timescaled * sinTime, scaledUV.y + 0.021 * timescaled * cosTime07);
|
||||
|
||||
#if NEBULA_PATTERN_WARP > 0
|
||||
cloudUV2 = warpCoords(cloudUV2, NEBULA_PATTERN_WARP * 0.1);
|
||||
cloudUV3 = warpCoords(cloudUV3, NEBULA_PATTERN_WARP * 0.1);
|
||||
cloudUV4 = warpCoords(cloudUV4, NEBULA_PATTERN_WARP * 0.1);
|
||||
#endif
|
||||
|
||||
nebulaTexture += fbmCloud2(cloudUV3, 0.24 + tide) * CLOUD1_COL;
|
||||
nebulaTexture += fbmCloud(cloudUV2 * 0.9, 0.33 - tide) * CLOUD2_COL;
|
||||
nebulaTexture = mix(nebulaTexture, CLOUD3_COL, fbmCloud(vec2(0.9 * cloudUV4.x, 0.9 * cloudUV4.y), 0.25 + tide2));
|
||||
|
||||
nebulaFactor *= 1.0 - pow2(pow2(pow2(abs(VdotS)))) * starsAroundSun;
|
||||
nebulaTexture.a *= min1(pow2(pow2(nebulaTexture.a))) * nebulaFactor;
|
||||
|
||||
float starFactor = 1024.0;
|
||||
UV /= STAR_SIZE * (0.75 + 0.25 * NEBULA_STAR_SIZE);
|
||||
vec2 starCoord = floor(UV * 0.25 * starFactor) / starFactor;
|
||||
vec2 fractPart = fract(UV * 0.25 * starFactor);
|
||||
|
||||
float starAmount = (2.0 - NEBULA_STAR_AMOUNT) * 0.1;
|
||||
float starIntensity = GetStarNoise(starCoord) * GetStarNoise(starCoord + 0.1) - (starAmount + 0.5);
|
||||
starIntensity *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
|
||||
|
||||
#if TWINKLING_STARS > 0
|
||||
starIntensity *= getTwinklingStars(starCoord * 4, float(TWINKLING_STARS));
|
||||
#endif
|
||||
|
||||
float starGlow = pow2(clamp(starIntensity, 0.0, 0.3 + starAmount)) * starBrightness * NEBULA_STAR_BRIGHTNESS;
|
||||
|
||||
#ifdef NEBULA_ONLY_STARS
|
||||
nebulaTexture.a = step(0.15, nebulaTexture.a);
|
||||
nebulaTexture.rgb = vec3(3.0 * starGlow);
|
||||
#else
|
||||
nebulaTexture.rgb *= 1.5 + 10.0 * starGlow;
|
||||
#endif
|
||||
|
||||
#if NIGHT_NEBULA_I != 100
|
||||
#define NIGHT_NEBULA_IM NIGHT_NEBULA_I * 0.01
|
||||
nebulaTexture.a *= NIGHT_NEBULA_IM;
|
||||
#endif
|
||||
|
||||
#if NEBULA_SATURATION != 10
|
||||
nebulaTexture.rgb = rgb2hsv(nebulaTexture.rgb);
|
||||
nebulaTexture.g *= NEBULA_SATURATION * 0.1;
|
||||
nebulaTexture.rgb = hsv2rgb(nebulaTexture.rgb);
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
nebulaTexture.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
|
||||
#endif
|
||||
|
||||
return max(nebulaTexture.rgb * nebulaTexture.a, vec3(0.0));
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
|
||||
vec3 beamCol = normalize(ColorBeam) * 3.0 * (2.5 - 1.0 * vlFactor) * OVERWORLD_BEAMS_INTENSITY;
|
||||
|
||||
vec2 wind = vec2(syncedTime * 0.0056);
|
||||
|
||||
float BeamNoise(vec2 planeCoord, vec2 wind) {
|
||||
float noise = texture2DLod(noisetex, planeCoord * 0.275 - wind * 0.0625, 0.0).b;
|
||||
noise+= texture2DLod(noisetex, planeCoord * 0.34375 + wind * 0.0575, 0.0).b * 10.0;
|
||||
|
||||
return noise;
|
||||
}
|
||||
|
||||
vec4 DrawOverworldBeams(float VdotU, vec3 playerPos, vec3 viewPos) {
|
||||
float visibility = 1.0 - sunVisibility - maxBlindnessDarkness;
|
||||
#if OVERWORLD_BEAMS_CONDITION == 0
|
||||
visibility -= moonPhase;
|
||||
#endif
|
||||
if (visibility > 0.0) {
|
||||
vec3 result = vec3(0.0);
|
||||
|
||||
int sampleCount = 8;
|
||||
|
||||
float VdotUM = 1.0 - VdotU * VdotU;
|
||||
float VdotUM2 = VdotUM + smoothstep1(pow2(pow2(1.0 - abs(VdotU)))) * 0.2;
|
||||
|
||||
vec4 beams = vec4(0.0);
|
||||
float gradientMix = 1.0;
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
beamCol = getAuroraAmbientColor(beamCol, viewPos, 1.0, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.85) * OVERWORLD_BEAMS_INTENSITY;
|
||||
#endif
|
||||
|
||||
for(int i = 0; i < sampleCount; i++) {
|
||||
vec2 planeCoord = (playerPos.xz + cameraPosition.xz) * (1.0 + i * 6.0 / sampleCount) * 0.0014;
|
||||
|
||||
float noise = BeamNoise(planeCoord, wind);
|
||||
noise = max(0.92 - 1.0 / abs(noise - (2.5 + VdotUM * 2.0)), 0.0) * 2.5;
|
||||
|
||||
if (noise > 0.0) {
|
||||
noise *= 0.55;
|
||||
float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b;
|
||||
noise *= 0.5 * fireNoise + 0.75;
|
||||
noise = noise * noise * 3.0 / sampleCount;
|
||||
noise *= mix(1.0, sqrt3(VdotUM2), 0.25);
|
||||
|
||||
vec3 beamColor = beamCol;
|
||||
beamColor *= gradientMix / sampleCount;
|
||||
|
||||
noise *= exp2(-6.0 * i / float(sampleCount));
|
||||
beams += vec4(noise * beamColor, noise);
|
||||
}
|
||||
gradientMix += 1.0;
|
||||
}
|
||||
beams.rgb *= beams.a * beams.a * beams.a * 5000.0;
|
||||
beams.rgb *= sqrt(beams.rgb);
|
||||
result = sqrt(beams.rgb);
|
||||
|
||||
if(any(isnan(result.rgb))) result.rgb = vec3(0.0);
|
||||
|
||||
return vec4(result * visibility / sampleCount, beams.a);
|
||||
}
|
||||
return vec4(1.0);
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#define RAINBOW_DIAMETER 1.00 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00 3.05 3.10 3.15 3.20 3.25 3.30 3.35 3.40 3.45 3.50 3.55 3.60 3.65 3.70 3.75 3.80 3.85 3.90 3.95 4.00 4.25 4.50 4.75 5.00 5.25 5.50 5.75 6.00 6.25 6.50 6.75 7.00 7.50 8.00]
|
||||
|
||||
vec3 GetRainbow(vec3 translucentMult, vec3 nViewPos, float z0, float z1, float lViewPos, float lViewPos1, float VdotL, float VdotU, float dither) {
|
||||
vec3 rainbow = vec3(0.0);
|
||||
|
||||
float rainbowTime = min1(max0(SdotU - 0.1) / 0.15);
|
||||
rainbowTime = clamp(rainbowTime - pow2(pow2(pow2(noonFactor))) * 8.0, 0.0, 0.85);
|
||||
#if RAINBOWS == 1 // After Rain
|
||||
rainbowTime *= sqrt2(max0(wetness - 0.333) * 1.5) * invRainFactor * inRainy;
|
||||
#endif
|
||||
|
||||
if (rainbowTime > 0.001) {
|
||||
float rainbowLength = far * 0.9;
|
||||
if (z1 == 1.0) lViewPos1 = rainbowLength;
|
||||
|
||||
float cloudLinearDepth = texelFetch(colortex5, texelCoord, 0).a;
|
||||
float cloudDisMult = pow2(cloudLinearDepth + OSIEBCA * dither);
|
||||
lViewPos1 *= cloudDisMult;
|
||||
|
||||
#if RAINBOW_STYLE == 1
|
||||
float pixelScale = 45.0;
|
||||
vec3 shadowDir = mat3(shadowModelView) * mat3(gbufferModelViewInverse) * nViewPos;
|
||||
|
||||
shadowDir.z += 0.0065 * (dither - 0.5); // Blurs the pixelation
|
||||
|
||||
shadowDir /= abs(shadowDir.z); // Corrects distortion
|
||||
shadowDir.xy = floor(shadowDir.xy * pixelScale) / pixelScale;
|
||||
|
||||
VdotL = shadowDir.z * inversesqrt(dot(shadowDir, shadowDir));
|
||||
#endif
|
||||
|
||||
float rainbowCoord = clamp01(1.0 - (VdotL + 0.75) / (0.0625 * RAINBOW_DIAMETER));
|
||||
float rainbowFactor = rainbowCoord * (1.0 - rainbowCoord);
|
||||
rainbowFactor = pow2(pow2(rainbowFactor * 3.7));
|
||||
rainbowFactor *= pow2(min1(lViewPos1 / rainbowLength));
|
||||
rainbowFactor *= rainbowTime;
|
||||
rainbowFactor *= 1.0 - GetCaveFactor();
|
||||
|
||||
if (rainbowFactor > 0.0) {
|
||||
float rainbowCoordM = pow(rainbowCoord, 1.4 + max(rainbowCoord - 0.5, 0.0) * 1.6);
|
||||
rainbowCoordM = smoothstep(0.0, 1.0, rainbowCoordM) * 0.85;
|
||||
rainbowCoordM += (dither - 0.5) * 0.1;
|
||||
|
||||
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
|
||||
rainbowCoordM += 0.1;
|
||||
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
|
||||
rainbowCoordM -= 0.2;
|
||||
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
|
||||
rainbow /= 3.0;
|
||||
|
||||
rainbow.r += pow2(max(rainbowCoord - 0.5, 0.0)) * (max(1.0 - rainbowCoord, 0.0)) * 26.0;
|
||||
rainbow = pow(rainbow, vec3(2.2)) * vec3(0.25, 0.075, 0.25) * 3.0;
|
||||
|
||||
if (z1 > z0 && lViewPos < rainbowLength)
|
||||
rainbow *= mix(translucentMult, vec3(1.0), lViewPos / rainbowLength);
|
||||
|
||||
if (isEyeInWater != 0) rainbow *= sqrt1(VdotU);
|
||||
|
||||
rainbow *= rainbowFactor;
|
||||
}
|
||||
}
|
||||
|
||||
return rainbow;
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
// Shooting stars implementation based on https://www.shadertoy.com/view/ttVXDy and also based on https://github.com/OUdefie17/Photon-GAMS
|
||||
|
||||
#define SHOOTING_STARS_SIZE 0.50 //[0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75]
|
||||
#define SHOOTING_STARS_SPEED 8.0 //[4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0 10.5 11.0 11.5 12.0 12.5 13.0 13.5 14.0 14.5 15.0]
|
||||
#define SHOOTING_STARS_CHANCE 0.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
#define SHOOTING_STARS_COUNT 4 //[1 2 3 4 5 6 7 8 9 10]
|
||||
#define SHOOTING_STARS_LINE_THICKNESS 0.60 //[0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define SHOOTING_STARS_TRAIL_LENGTH 0.60 //[0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85]
|
||||
|
||||
// Calculate distance from point p to line segment from a to b
|
||||
float DistLine(vec2 p, vec2 a, vec2 b) {
|
||||
vec2 pa = p - a;
|
||||
vec2 ba = b - a;
|
||||
float t = clamp01(dot(pa, ba) / dot(ba, ba));
|
||||
return length(pa - ba * t);
|
||||
}
|
||||
|
||||
// Draw a line with smooth edges
|
||||
float DrawLine(vec2 p, vec2 a, vec2 b) {
|
||||
float d = DistLine(p, a, b);
|
||||
float m = smoothstep(SHOOTING_STARS_LINE_THICKNESS * 0.01, 0.00001, d);
|
||||
float d2 = length(a - b);
|
||||
m *= smoothstep(1.0, 0.5, d2) + smoothstep(0.04, 0.03, abs(d2 - 0.75));
|
||||
return m;
|
||||
}
|
||||
|
||||
// Generate a single shooting star
|
||||
float ShootingStar(vec2 uv, vec2 startPos, vec2 direction) {
|
||||
vec2 id = floor(uv * 0.5);
|
||||
float h = hash12(id);
|
||||
|
||||
float newMoonVisibility = 1.0 - abs(moonPhase - 4) / 4.0;
|
||||
float moonPhaseFactor = mix(0.8, 1.5, newMoonVisibility);
|
||||
|
||||
if (h >= pow1_5(SHOOTING_STARS_CHANCE * 0.065) * moonPhaseFactor) return 0.0;
|
||||
|
||||
vec2 gv = fract(uv * 0.5) * 2.0 - 1.0;
|
||||
float line = DrawLine(gv, startPos, startPos + direction * 0.9);
|
||||
|
||||
vec2 toStart = gv - startPos;
|
||||
float alongTrail = dot(toStart, direction);
|
||||
float trail = smoothstep(SHOOTING_STARS_TRAIL_LENGTH, -0.1, alongTrail);
|
||||
|
||||
float headBrightness = 1.0 + 3.0 / (1.0 + pow2((alongTrail - 1.0) * 8.0));
|
||||
|
||||
return line * trail * headBrightness;
|
||||
}
|
||||
|
||||
vec3 GetShootingStars(vec2 starCoord, float VdotU, float VdotS) {
|
||||
float starsAroundSun = 1.0;
|
||||
#ifdef CELESTIAL_BOTH_HEMISPHERES
|
||||
float starBelowHorizonBrightness = 1.0;
|
||||
float horizonFactor = exp(-pow(VdotU / 0.1, 2.0));
|
||||
#ifdef SUN_MOON_HORIZON
|
||||
starsAroundSun = max0(sign(VdotU));
|
||||
#endif
|
||||
#else
|
||||
if (VdotU < 0.0) return vec3(0.0);
|
||||
float starBelowHorizonBrightness = min1(VdotU * 3.0);
|
||||
float horizonFactor = 0.0;
|
||||
#endif
|
||||
|
||||
float visibility = max0(1.0 - 1.0 / (1.0 + abs(VdotS) * 1000.0) * starsAroundSun) * starBelowHorizonBrightness - horizonFactor * 0.5;
|
||||
|
||||
#ifndef DAYLIGHT_STARS
|
||||
visibility *= pow2(pow2(invNoonFactor2)) * (1.0 - 0.5 * sunVisibility);
|
||||
#endif
|
||||
|
||||
#ifdef CLEAR_SKY_WHEN_RAINING
|
||||
visibility *= min1(invRainFactor + 0.4);
|
||||
#else
|
||||
visibility *= invRainFactor;
|
||||
#endif
|
||||
|
||||
if (visibility <= 0.01) return vec3(0.0);
|
||||
|
||||
vec2 uv = starCoord * 6.0 * (1.0 - SHOOTING_STARS_SIZE);
|
||||
float speed = frameTimeCounter * SHOOTING_STARS_SPEED;
|
||||
|
||||
vec2 startPositions[10] = vec2[](
|
||||
vec2(-0.4, 0.3),
|
||||
vec2(0.2, 0.4),
|
||||
vec2(-0.1, -0.3),
|
||||
vec2(0.3, -0.2),
|
||||
vec2(-0.3, 0.1),
|
||||
vec2(0.5, 0.2),
|
||||
vec2(-0.5, -0.1),
|
||||
vec2(0.1, 0.5),
|
||||
vec2(-0.2, -0.4),
|
||||
vec2(0.4, -0.3)
|
||||
);
|
||||
|
||||
vec2 directions[10] = vec2[](
|
||||
vec2(0.7071, 0.7071),
|
||||
vec2(0.7071, -0.7071),
|
||||
vec2(-1.0, 0.0),
|
||||
vec2(1.0, 0.0),
|
||||
vec2(0.5299, 0.8480),
|
||||
vec2(-0.6000, 0.8000),
|
||||
vec2(0.9134, -0.4067),
|
||||
vec2(-0.8000, -0.6000),
|
||||
vec2(0.3015, 0.9535),
|
||||
vec2(-0.2000, -0.9798)
|
||||
);
|
||||
|
||||
float stars = 0.0;
|
||||
int dayIndex = int(worldDay) % 10;
|
||||
vec2 todayDirection = directions[dayIndex];
|
||||
|
||||
for (int i = 0; i < SHOOTING_STARS_COUNT; i++) {
|
||||
float offsetAngle = (hash12(vec2(i, worldDay)) - 0.5) * 0.66;
|
||||
vec2 starDirection = rotate(offsetAngle) * todayDirection;
|
||||
|
||||
vec2 offsetUV = uv + starDirection * speed * (0.8 + 0.04 * float(i));
|
||||
stars += ShootingStar(offsetUV, startPositions[i], starDirection);
|
||||
}
|
||||
|
||||
vec3 shootingStarColor = vec3(0.38, 0.4, 0.5) * 2.0 * starBrightness;
|
||||
float intensity = min(stars * visibility * 10.0, 1.0);
|
||||
return shootingStarColor * intensity;
|
||||
}
|
||||
@@ -0,0 +1,161 @@
|
||||
#ifndef INCLUDE_SKY
|
||||
#define INCLUDE_SKY
|
||||
|
||||
#define SUN_GLARE_AMOUNT 10 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30]
|
||||
#define MOON_GLARE_AMOUNT 10 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30]
|
||||
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
#include "/lib/colors/skyColors.glsl"
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
#include "/lib/atmospherics/fog/caveFactor.glsl"
|
||||
#endif
|
||||
|
||||
vec3 GetSky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
|
||||
// Prepare variables
|
||||
float nightFactorSqrt2 = sqrt2(nightFactor);
|
||||
float nightFactorM = sqrt2(nightFactorSqrt2) * 0.4;
|
||||
float VdotSM1 = pow2(max(VdotS, 0.0));
|
||||
float VdotSM2 = pow2(VdotSM1);
|
||||
float VdotSM3 = pow2(pow2(max(-VdotS, 0.0)));
|
||||
float VdotSML = sunVisibility > 0.5 ? VdotS : -VdotS;
|
||||
|
||||
float VdotUmax0 = max(VdotU, 0.0);
|
||||
float VdotUmax0M = 1.0 - pow2(VdotUmax0);
|
||||
|
||||
// Prepare colors
|
||||
vec3 upColor = mix(nightUpSkyColor * (1.5 - 0.5 * nightFactorSqrt2 + nightFactorM * VdotSM3 * 1.5), dayUpSkyColor, sunFactor);
|
||||
vec3 middleColor = mix(nightMiddleSkyColor * (3.0 - 2.0 * nightFactorSqrt2), dayMiddleSkyColor * (1.0 + VdotSM2 * 0.3), sunFactor);
|
||||
vec3 downColor = mix(nightDownSkyColor, dayDownSkyColor, (sunFactor + sunVisibility) * 0.5);
|
||||
|
||||
// Mix the colors
|
||||
// Set sky gradient
|
||||
float scatteredGroundMixerMult = 1.0;
|
||||
float VdotUM1 = pow2(1.0 - VdotUmax0);
|
||||
VdotUM1 = pow(VdotUM1, 1.0 - VdotSM2 * 0.4);
|
||||
VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.15);
|
||||
vec3 finalSky = mix(upColor, middleColor, VdotUM1);
|
||||
|
||||
// Add sunset color
|
||||
float VdotUM2 = pow2(1.0 - abs(VdotU));
|
||||
VdotUM2 = VdotUM2 * VdotUM2 * (3.0 - 2.0 * VdotUM2);
|
||||
VdotUM2 *= (0.7 - nightFactorM + VdotSM1 * (0.3 + nightFactorM)) * invNoonFactor * sunFactor;
|
||||
finalSky = mix(finalSky, sunsetDownSkyColorP * (1.0 + VdotSM1 * 0.3), VdotUM2 * invRainFactor);
|
||||
|
||||
// Add sky ground with fake light scattering
|
||||
float VdotUM3 = min(max0(-VdotU + 0.08) / 0.35, 1.0);
|
||||
VdotUM3 = smoothstep1(VdotUM3);
|
||||
vec3 scatteredGroundMixer = vec3(VdotUM3 * VdotUM3, sqrt1(VdotUM3), sqrt3(VdotUM3));
|
||||
scatteredGroundMixer = mix(vec3(VdotUM3), scatteredGroundMixer, 0.75 - 0.5 * rainFactor);
|
||||
finalSky = mix(finalSky, downColor, scatteredGroundMixer * scatteredGroundMixerMult);
|
||||
//
|
||||
|
||||
// Sky Ground
|
||||
if (doGround)
|
||||
finalSky *= smoothstep1(pow2(1.0 + min(VdotU, 0.0)));
|
||||
|
||||
// Apply Underwater Fog
|
||||
if (isEyeInWater == 1)
|
||||
finalSky = mix(finalSky * 3.0, waterFogColor, VdotUmax0M);
|
||||
|
||||
// Sun/Moon Glare
|
||||
#if SUN_GLARE_AMOUNT > 0 || MOON_GLARE_AMOUNT > 0
|
||||
if (doGlare) {
|
||||
if (0.0 < VdotSML) {
|
||||
float glareScatter = 3.0 * (2.0 - clamp01(VdotS * 1000.0));
|
||||
#ifndef SUN_MOON_DURING_RAIN
|
||||
glareScatter *= 1.0 - 0.75 * rainFactor2;
|
||||
#endif
|
||||
float VdotSM4 = pow(abs(VdotS), glareScatter);
|
||||
|
||||
float visfactor = 0.075;
|
||||
float glare = visfactor / (1.0 - (1.0 - visfactor) * VdotSM4) - visfactor;
|
||||
glare *= 0.7;
|
||||
|
||||
float glareWaterFactor = isEyeInWater * sunVisibility;
|
||||
vec3 glareColor = mix(vec3(0.38, 0.4, 0.5) * 0.3, vec3(1.5, 0.7, 0.3) + vec3(0.0, 0.5, 0.5) * noonFactor, sunVisibility);
|
||||
#if BLOOD_MOON > 0
|
||||
glareColor = mix(glareColor, vec3(0.6314, 0.0431, 0.0431), getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
glareColor = glareColor + glareWaterFactor * vec3(7.0);
|
||||
|
||||
#ifdef SUN_MOON_DURING_RAIN
|
||||
glare *= 1.0 - 0.6 * rainFactor;
|
||||
#else
|
||||
glare *= 1.0 - 0.8 * rainFactor;
|
||||
#endif
|
||||
#if RAIN_STYLE == 1
|
||||
float glareDesaturateFactor = 0.5 * rainFactor;
|
||||
#elif RAIN_STYLE == 2
|
||||
float glareDesaturateFactor = rainFactor;
|
||||
#endif
|
||||
glareColor = mix(glareColor, vec3(GetLuminance(glareColor)), glareDesaturateFactor);
|
||||
|
||||
glare *= mix(MOON_GLARE_AMOUNT * 0.1, SUN_GLARE_AMOUNT * 0.1, sunVisibility);
|
||||
|
||||
finalSky += glare * shadowTime * glareColor;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
// Apply Cave Fog
|
||||
finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
|
||||
#endif
|
||||
|
||||
// Dither to fix banding
|
||||
finalSky += (dither - 0.5) / 128.0;
|
||||
|
||||
#if RETRO_LOOK == 1
|
||||
finalSky = vec3(0.0);
|
||||
#elif RETRO_LOOK ==2
|
||||
finalSky = mix(finalSky, vec3(0.0), nightVision);
|
||||
#endif
|
||||
|
||||
return finalSky;
|
||||
}
|
||||
|
||||
vec3 GetLowQualitySky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
|
||||
// Prepare variables
|
||||
float VdotUmax0 = max(VdotU, 0.0);
|
||||
float VdotUmax0M = 1.0 - pow2(VdotUmax0);
|
||||
|
||||
// Prepare colors
|
||||
vec3 upColor = mix(nightUpSkyColor, dayUpSkyColor, sunFactor);
|
||||
vec3 middleColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor);
|
||||
|
||||
// Mix the colors
|
||||
// Set sky gradient
|
||||
float VdotUM1 = pow2(1.0 - VdotUmax0);
|
||||
VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.2);
|
||||
vec3 finalSky = mix(upColor, middleColor, VdotUM1);
|
||||
|
||||
// Add sunset color
|
||||
float VdotUM2 = pow2(1.0 - abs(VdotU));
|
||||
VdotUM2 *= invNoonFactor * sunFactor * (0.8 + 0.2 * VdotS);
|
||||
finalSky = mix(finalSky, sunsetDownSkyColorP * (shadowTime * 0.6 + 0.2), VdotUM2 * invRainFactor);
|
||||
//
|
||||
|
||||
// Sky Ground
|
||||
finalSky *= pow2(pow2(1.0 + min(VdotU, 0.0)));
|
||||
|
||||
// Apply Underwater Fog
|
||||
if (isEyeInWater == 1)
|
||||
finalSky = mix(finalSky, waterFogColor, VdotUmax0M);
|
||||
|
||||
// Sun/Moon Glare
|
||||
finalSky *= 1.0 + mix(nightFactor, 0.5 + 0.7 * noonFactor, VdotS * 0.5 + 0.5) * pow2(pow2(pow2(VdotS)));
|
||||
|
||||
#ifdef CAVE_FOG
|
||||
// Apply Cave Fog
|
||||
finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
|
||||
#endif
|
||||
|
||||
#if RETRO_LOOK == 1 || RETRO_LOOK == 2
|
||||
finalSky = vec3(0.0);
|
||||
#endif
|
||||
|
||||
return finalSky;
|
||||
}
|
||||
|
||||
#endif //INCLUDE_SKY
|
||||
@@ -0,0 +1,94 @@
|
||||
#if !defined STARS_FILE_INCLUDED
|
||||
#define STARS_FILE_INCLUDED
|
||||
#include "/lib/colors/skyColors.glsl"
|
||||
#include "/lib/shaderSettings/stars.glsl"
|
||||
|
||||
vec2 GetStarCoord(vec3 viewPos, float sphereness) {
|
||||
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
|
||||
float ySign = sign(wpos.y);
|
||||
float yMagnitude = abs(wpos.y);
|
||||
|
||||
vec3 adjustedWpos = vec3(wpos.x, yMagnitude, wpos.z);
|
||||
vec3 starCoord = adjustedWpos / (adjustedWpos.y + length(adjustedWpos.xz) * sphereness);
|
||||
|
||||
if (ySign >= 0.0) {
|
||||
starCoord.x += 0.006 * syncedTime; // Top hemisphere (original direction)
|
||||
} else {
|
||||
starCoord.x = starCoord.x - 0.006 * syncedTime + 0.37; // Bottom hemisphere with offset
|
||||
starCoord.z += 0.21;
|
||||
}
|
||||
|
||||
return starCoord.xz;
|
||||
}
|
||||
|
||||
vec3 GetStars(vec2 starCoord, float VdotU, float VdotS, float sizeMult, float starAmount) {
|
||||
#if NIGHT_STAR_AMOUNT == 0
|
||||
return vec3(0.0, 0.0, 0.0);
|
||||
#endif
|
||||
float starsAroundSun = 1.0;
|
||||
#ifdef CELESTIAL_BOTH_HEMISPHERES
|
||||
float starBelowHorizonBrightness = 1.0;
|
||||
float horizonFactor = exp(-pow(VdotU / 0.1, 2.0));
|
||||
#ifdef SUN_MOON_HORIZON
|
||||
starsAroundSun = max0(sign(VdotU));
|
||||
#endif
|
||||
#else
|
||||
if (VdotU < 0.0) return vec3(0.0);
|
||||
float starBelowHorizonBrightness = min1(VdotU * 3.0);
|
||||
float horizonFactor = 0.0;
|
||||
#endif
|
||||
|
||||
starCoord *= 0.2 / (STAR_SIZE * sizeMult);
|
||||
|
||||
const float starFactor = 1024.0;
|
||||
|
||||
vec2 fractPart = fract(starCoord * starFactor);
|
||||
|
||||
starCoord = floor(starCoord * starFactor) / starFactor;
|
||||
|
||||
float star = GetStarNoise(starCoord.xy) * GetStarNoise(starCoord.xy+0.1) * GetStarNoise(starCoord.xy+0.23);
|
||||
|
||||
#if NIGHT_STAR_AMOUNT == 1
|
||||
star -= 0.82;
|
||||
star *= 2.0;
|
||||
#elif NIGHT_STAR_AMOUNT == 2
|
||||
star -= 0.7;
|
||||
#elif NIGHT_STAR_AMOUNT == 3
|
||||
star -= 0.62;
|
||||
star *= 0.75;
|
||||
#elif NIGHT_STAR_AMOUNT == 4
|
||||
star -= 0.52;
|
||||
star *= 0.55;
|
||||
#endif
|
||||
|
||||
star = max0(star - starAmount * 0.1);
|
||||
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
|
||||
star *= star;
|
||||
|
||||
star *= max0(1.0 - pow(abs(VdotS) * 1.002, 100.0) * starsAroundSun) * starBelowHorizonBrightness - horizonFactor * 0.5;
|
||||
#ifndef DAYLIGHT_STARS
|
||||
star *= pow2(pow2(invNoonFactor2)) * (1.0 - 0.5 * sunVisibility);
|
||||
#endif
|
||||
|
||||
#ifdef CLEAR_SKY_WHEN_RAINING
|
||||
star *= min1(invRainFactor + 0.4);
|
||||
#else
|
||||
star *= invRainFactor;
|
||||
#endif
|
||||
|
||||
vec3 starColor = GetStarColor(starCoord,
|
||||
vec3(0.38, 0.4, 0.5),
|
||||
vec3(STAR_COLOR_1_OW_R, STAR_COLOR_1_OW_G, STAR_COLOR_1_OW_B),
|
||||
vec3(STAR_COLOR_2_OW_R, STAR_COLOR_2_OW_G, STAR_COLOR_2_OW_B),
|
||||
vec3(STAR_COLOR_3_OW_R, STAR_COLOR_3_OW_G, STAR_COLOR_3_OW_B),
|
||||
float(STAR_COLOR_VARIATION_OW));
|
||||
|
||||
vec3 stars = 40.0 * star * starColor * starBrightness;
|
||||
|
||||
#if TWINKLING_STARS > 0
|
||||
stars *= getTwinklingStars(starCoord, float(TWINKLING_STARS));
|
||||
#endif
|
||||
|
||||
return stars;
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,375 @@
|
||||
// Volumetric tracing from Robobo1221, highly modified
|
||||
#include "/lib/shaderSettings/volumetricLight.glsl"
|
||||
#include "/lib/shaderSettings/endBeams.glsl"
|
||||
#include "/lib/shaderSettings/endFlash.glsl"
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
//#define BEDROCK_NOISE
|
||||
|
||||
float GetDepth(float depth) {
|
||||
return 2.0 * near * far / (far + near - (2.0 * depth - 1.0) * (far - near));
|
||||
}
|
||||
|
||||
float GetDistX(float dist) {
|
||||
return (far * (dist - near)) / (dist * (far - near));
|
||||
}
|
||||
|
||||
vec4 DistortShadow(vec4 shadowpos, float distortFactor) {
|
||||
shadowpos.xy *= 1.0 / distortFactor;
|
||||
shadowpos.z = shadowpos.z * 0.2;
|
||||
shadowpos = shadowpos * 0.5 + 0.5;
|
||||
|
||||
return shadowpos;
|
||||
}
|
||||
|
||||
vec4 GetVolumetricLight(inout vec3 color, inout float vlFactor, vec3 translucentMult, float lViewPos0, float lViewPos1, vec3 nViewPos, float VdotL, float VdotU, vec2 texCoord, float z0, float z1, float dither) {
|
||||
vec4 volumetricLight = vec4(0.0);
|
||||
#if defined BEDROCK_NOISE && defined OVERWORLD
|
||||
if ((cameraPosition.y < bedrockLevel) && (eyeBrightnessM < 0.4)) return vec4(0.0);
|
||||
#endif
|
||||
float vlMult = 1.0 - maxBlindnessDarkness;
|
||||
|
||||
#if SHADOW_QUALITY > -1
|
||||
// Optifine for some reason doesn't provide correct shadowMapResolution if Shadow Quality isn't 1x
|
||||
vec2 shadowMapResolutionM = textureSize(shadowtex0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
||||
vec3 texture6 = texelFetch(colortex6, texelCoord, 0).rgb;
|
||||
float chunkFade = texture6.b > 0.50001 ? (1.0 - texture6.b) * 2.0 : 1.0;
|
||||
float chunkFadeM = mix(1.0, chunkFade, pow2(clamp01(lViewPos0 * 0.015))); // don't do fade very close to the player
|
||||
lViewPos1 = mix(far, lViewPos1, chunkFadeM);
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 vlColor = lightColor;
|
||||
vec3 vlColorReducer = vec3(1.0);
|
||||
float vlSceneIntensity = isEyeInWater != 1 ? vlFactor : 1.0;
|
||||
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
vlSceneIntensity = mix(vlSceneIntensity, 1.0, inDry * rainFactor);
|
||||
vlColor *= 1.0 + 0.6 * inDry * rainFactor;
|
||||
#endif
|
||||
|
||||
if (sunVisibility < 0.5) {
|
||||
vlSceneIntensity = 0.0;
|
||||
|
||||
float vlMultNightModifier = (0.3 + 0.4 * rainFactor2 + 0.5 * max0(far - lViewPos1) / far);
|
||||
#ifdef SPECIAL_PALE_GARDEN_LIGHTSHAFTS
|
||||
vlMultNightModifier = mix(vlMultNightModifier, 1.0, inPaleGarden);
|
||||
#endif
|
||||
vlMult *= vlMultNightModifier;
|
||||
|
||||
vlColor = normalize(pow(vlColor, vec3(1.0 - max0(1.0 - 1.5 * nightFactor) + rainFactor)));
|
||||
vlColor *= 0.0766 + 0.0766 * vsBrightness;
|
||||
} else {
|
||||
vlColorReducer = 1.0 / sqrt(vlColor);
|
||||
}
|
||||
|
||||
#if BLOOD_MOON > 0
|
||||
vec3 hsvVlColor = rgb2hsv(vlColor);
|
||||
vlColor = mix(vlColor, hsv2rgb(vec3(0, max(0.8, hsvVlColor.y), hsvVlColor.z * 1.7)), getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
|
||||
#ifdef SPECIAL_PALE_GARDEN_LIGHTSHAFTS
|
||||
vlSceneIntensity = mix(vlSceneIntensity, 1.0, inPaleGarden);
|
||||
vlMult *= 1.0 + (3.0 * inPaleGarden) * (1.0 - sunVisibility);
|
||||
#endif
|
||||
|
||||
float rainyNight = (1.0 - sunVisibility) * rainFactor;
|
||||
float VdotLM = max((VdotL + 1.0) / 2.0, 0.0);
|
||||
float VdotUmax0 = max(VdotU, 0.0);
|
||||
float VdotUM = mix(pow2(1.0 - VdotUmax0), 1.0, 0.5 * vlSceneIntensity);
|
||||
VdotUM = smoothstep1(VdotUM);
|
||||
VdotUM = pow(VdotUM, min(lViewPos1 / far, 1.0) * (3.0 - 2.0 * vlSceneIntensity));
|
||||
vlMult *= mix(VdotUM * VdotLM, 1.0, 0.4 * rainyNight) * vlTime;
|
||||
vlMult *= mix(invNoonFactor2 * 0.875 + 0.125, 1.0, max(vlSceneIntensity, rainFactor2));
|
||||
|
||||
#if LIGHTSHAFT_QUALI == 4
|
||||
int sampleCount = vlSceneIntensity < 0.5 ? 30 : 50;
|
||||
#elif LIGHTSHAFT_QUALI == 3
|
||||
int sampleCount = vlSceneIntensity < 0.5 ? 15 : 30;
|
||||
#elif LIGHTSHAFT_QUALI == 2
|
||||
int sampleCount = vlSceneIntensity < 0.5 ? 10 : 20;
|
||||
#elif LIGHTSHAFT_QUALI == 1
|
||||
int sampleCount = vlSceneIntensity < 0.5 ? 6 : 12;
|
||||
#endif
|
||||
|
||||
#ifndef TAA
|
||||
sampleCount *= 2;
|
||||
#endif
|
||||
|
||||
#ifdef LIGHTSHAFT_SMOKE
|
||||
float totalSmoke = 0.0;
|
||||
#endif
|
||||
#else
|
||||
translucentMult = sqrt(translucentMult); // Because we pow2() the vl result in composite for the End dimension
|
||||
|
||||
float vlSceneIntensity = 0.0;
|
||||
|
||||
#ifndef LOW_QUALITY_ENDER_NEBULA
|
||||
int sampleCount = 16;
|
||||
#else
|
||||
int sampleCount = 10;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float addition = 1.0;
|
||||
float maxDist = mix(max(far, 96.0) * 0.55, 80.0, vlSceneIntensity);
|
||||
|
||||
#if WATER_FOG_MULT != 100
|
||||
if (isEyeInWater == 1) {
|
||||
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
|
||||
maxDist /= WATER_FOG_MULT_M;
|
||||
}
|
||||
#endif
|
||||
|
||||
float distMult = maxDist / (sampleCount + addition);
|
||||
float sampleMultIntense = isEyeInWater != 1 ? 1.0 : 0.85;
|
||||
|
||||
float viewFactor = 1.0 - 0.7 * pow2(dot(nViewPos.xy, nViewPos.xy));
|
||||
|
||||
float depth0 = GetDepth(z0);
|
||||
float depth1 = GetDepth(z1);
|
||||
#ifdef END
|
||||
if (z0 == 1.0) depth0 = 1000.0;
|
||||
if (z1 == 1.0) depth1 = 1000.0;
|
||||
#endif
|
||||
|
||||
// Fast but inaccurate perspective distortion approximation
|
||||
maxDist *= viewFactor;
|
||||
distMult *= viewFactor;
|
||||
|
||||
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
||||
depth1 = mix(depth1, far, pow2(pow2(1.0 - chunkFadeM)));
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
float maxCurrentDist = min(depth1, maxDist);
|
||||
#else
|
||||
float maxCurrentDist = min(depth1, far);
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
float currentDist = (i + dither) * distMult + addition;
|
||||
|
||||
if (currentDist > maxCurrentDist) break;
|
||||
|
||||
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, GetDistX(currentDist), 1.0) * 2.0 - 1.0);
|
||||
viewPos /= viewPos.w;
|
||||
vec4 wpos = gbufferModelViewInverse * viewPos;
|
||||
vec3 playerPos = wpos.xyz / wpos.w;
|
||||
#if defined END && defined END_BEAMS
|
||||
playerPos *= 512.0 / far;
|
||||
vec4 enderBeamSample = vec4(DrawEnderBeams(VdotU, playerPos, nViewPos), 1.0);
|
||||
enderBeamSample /= sampleCount;
|
||||
#endif
|
||||
#if defined OVERWORLD && defined OVERWORLD_BEAMS
|
||||
vec4 overworldBeamSample = DrawOverworldBeams(VdotU, playerPos, viewPos.xyz);
|
||||
#endif
|
||||
|
||||
float shadowSample = 1.0;
|
||||
vec3 vlSample = vec3(1.0);
|
||||
#if SHADOW_QUALITY > -1
|
||||
wpos = shadowModelView * wpos;
|
||||
wpos = shadowProjection * wpos;
|
||||
wpos /= wpos.w;
|
||||
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
|
||||
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
|
||||
vec4 shadowPosition = DistortShadow(wpos,distortFactor);
|
||||
//shadowPosition.z += 0.0001;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
float percentComplete = currentDist / maxDist;
|
||||
float sampleMult = mix(percentComplete * 3.0, sampleMultIntense, max(rainFactor, vlSceneIntensity));
|
||||
if (currentDist < 5.0) sampleMult *= smoothstep1(clamp(currentDist / 5.0, 0.0, 1.0));
|
||||
sampleMult /= sampleCount;
|
||||
#endif
|
||||
|
||||
if (length(shadowPosition.xy * 2.0 - 1.0) < 1.0) {
|
||||
// 28A3DK6 We need to use texelFetch here or a lot of Nvidia GPUs can't get a valid value
|
||||
shadowSample = texelFetch(shadowtex0, ivec2(shadowPosition.xy * shadowMapResolutionM), 0).x;
|
||||
shadowSample = clamp((shadowSample-shadowPosition.z)*65536.0,0.0,1.0);
|
||||
|
||||
vlSample = vec3(shadowSample);
|
||||
|
||||
#ifdef END_FLASH_SHADOW_INTERNAL
|
||||
vlSample = mix(vec3(1.0), vlSample, endFlashIntensity);
|
||||
#endif
|
||||
|
||||
#if SHADOW_QUALITY >= 1
|
||||
if (shadowSample == 0.0) {
|
||||
float testsample = shadow2D(shadowtex1, shadowPosition.xyz).z;
|
||||
if (testsample == 1.0) {
|
||||
vec3 colsample = texture2D(shadowcolor1, shadowPosition.xy).rgb * 4.0;
|
||||
colsample *= colsample;
|
||||
vlSample = colsample;
|
||||
shadowSample = 1.0;
|
||||
#ifdef OVERWORLD
|
||||
vlSample *= vlColorReducer;
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
#ifdef OVERWORLD
|
||||
// For water-tinting the water surface when observed from below the surface
|
||||
if (translucentMult != vec3(1.0) && currentDist > depth0) {
|
||||
vec3 tinter = vec3(1.0);
|
||||
if (isEyeInWater == 1) {
|
||||
vec3 translucentMultM = translucentMult * 2.8;
|
||||
tinter = pow(translucentMultM, vec3(sunVisibility * 3.0 * clamp01(playerPos.y * 0.03)));
|
||||
} else {
|
||||
tinter = 0.1 + 0.9 * pow2(pow2(translucentMult * 1.7));
|
||||
}
|
||||
vlSample *= mix(vec3(1.0), tinter, clamp01(oceanAltitude - cameraPosition.y));
|
||||
}
|
||||
#endif
|
||||
|
||||
if (isEyeInWater == 1 && translucentMult == vec3(1.0)) vlSample = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
if (currentDist > depth0) vlSample *= translucentMult;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
#ifdef LIGHTSHAFT_SMOKE
|
||||
vec3 smokePos = 0.0015 * (playerPos + cameraPosition);
|
||||
vec3 smokeWind = frameTimeCounter * vec3(0.0, 0.001, -0.002);
|
||||
float smoke = 0.65 * Noise3D(smokePos + smokeWind)
|
||||
+ 0.25 * Noise3D((smokePos - smokeWind) * 3.0)
|
||||
+ 0.10 * Noise3D((smokePos + smokeWind) * 9.0);
|
||||
smoke = smoothstep1(smoothstep1(smoothstep1(smoke)));
|
||||
totalSmoke += smoke * shadowSample * sampleMult;
|
||||
#endif
|
||||
vec4 volumetricLightAdd = vec4(vlSample, shadowSample) * sampleMult;
|
||||
#ifdef OVERWORLD_BEAMS
|
||||
volumetricLight += volumetricLightAdd * mix(vec4(1.0), overworldBeamSample, overworldBeamSample.a);
|
||||
#else
|
||||
volumetricLight += volumetricLightAdd;
|
||||
#endif
|
||||
#else
|
||||
#ifdef END_BEAMS
|
||||
volumetricLight += vec4(vlSample, shadowSample) * enderBeamSample;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef LIGHTSHAFT_SMOKE
|
||||
volumetricLight *= pow(totalSmoke / volumetricLight.a, min(1.0 - volumetricLight.a, 0.5));
|
||||
volumetricLight.rgb /= pow(0.5, 1.0 - volumetricLight.a);
|
||||
#endif
|
||||
|
||||
// Decision of Intensity for Scene Aware Light Shafts //
|
||||
#if defined OVERWORLD && LIGHTSHAFT_BEHAVIOUR == 1 && SHADOW_QUALITY >= 1
|
||||
if (viewWidth + viewHeight - gl_FragCoord.x - gl_FragCoord.y < 1.5) {
|
||||
if (frameCounter % int(0.06666 / frameTimeSmooth + 0.5) == 0) { // Change speed is not too different above 10 fps
|
||||
int salsX = 5;
|
||||
int salsY = 5;
|
||||
float heightThreshold = 6.0;
|
||||
|
||||
vec2 viewM = 1.0 / vec2(salsX, salsY);
|
||||
float salsSampleSum = 0.0;
|
||||
int salsSampleCount = 0;
|
||||
for (float i = 0.25; i < salsX; i++) {
|
||||
for (float h = 0.45; h < salsY; h++) {
|
||||
vec2 coord = 0.3 + 0.4 * viewM * vec2(i, h);
|
||||
ivec2 icoord = ivec2(coord * shadowMapResolutionM);
|
||||
float salsSample = texelFetch(shadowtex0, icoord, 0).x; // read 28A3DK6
|
||||
if (salsSample < 0.55) {
|
||||
float sampledHeight = texture2D(shadowcolor1, coord).a;
|
||||
if (sampledHeight > 0.0) {
|
||||
sampledHeight = max0(sampledHeight - 0.25) / 0.05; // consistencyMEJHRI7DG
|
||||
salsSampleSum += sampledHeight;
|
||||
salsSampleCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float salsCheck = salsSampleSum / salsSampleCount;
|
||||
int reduceAmount = 2;
|
||||
|
||||
int skyCheck = 0;
|
||||
for (float i = 0.1; i < 1.0; i += 0.2) {
|
||||
skyCheck += int(texelFetch(depthtex0, ivec2(view.x * i, view.y * 0.9), 0).x == 1.0);
|
||||
}
|
||||
if (skyCheck >= 4) {
|
||||
salsCheck = 0.0;
|
||||
reduceAmount = 3;
|
||||
}
|
||||
|
||||
if (salsCheck > heightThreshold) {
|
||||
vlFactor = min(vlFactor + OSIEBCA, 1.0);
|
||||
} else {
|
||||
vlFactor = max(vlFactor - OSIEBCA * reduceAmount, 0.0);
|
||||
}
|
||||
}
|
||||
} else vlFactor = 0.0;
|
||||
//if (gl_FragCoord.y < 50) color.rgb = vec3(1,0,1) * float(salsCheck / heightThreshold > gl_FragCoord.x / 1920.0);
|
||||
|
||||
/*for (float i = 0.25; i < salsX; i++) {
|
||||
for (float h = 0.45; h < salsY; h++) {
|
||||
if (length(texCoord - (0.3 + 0.4 * viewM * vec2(i, h))) < 0.01) return vec4(1,0,1,1);
|
||||
}
|
||||
}*/
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vlColor = pow(vlColor, vec3(0.5 + (0.5 + LIGHTSHAFT_SUNSET_SATURATION * sunVisibility) * invNoonFactor * invRainFactor + 0.3 * rainFactor));
|
||||
vlColor *= 1.0 - (0.3 + 0.3 * noonFactor) * rainFactor - 0.5 * rainyNight + sunVisibility * pow2(invNoonFactor) * invRainFactor;
|
||||
|
||||
#if LIGHTSHAFT_DAY_I != 100 || LIGHTSHAFT_NIGHT_I != 100 || LIGHTSHAFT_RAIN_I != 100
|
||||
#define LIGHTSHAFT_DAY_IM LIGHTSHAFT_DAY_I * 0.01
|
||||
#define LIGHTSHAFT_NIGHT_IM LIGHTSHAFT_NIGHT_I * 0.01
|
||||
#define LIGHTSHAFT_RAIN_IM LIGHTSHAFT_RAIN_I * 0.01
|
||||
|
||||
if (isEyeInWater == 0) {
|
||||
#if LIGHTSHAFT_DAY_I != 100 || LIGHTSHAFT_NIGHT_I != 100
|
||||
vlColor.rgb *= mix(LIGHTSHAFT_NIGHT_IM, LIGHTSHAFT_DAY_IM, sunVisibility);
|
||||
#endif
|
||||
#if LIGHTSHAFT_RAIN_I != 100
|
||||
vlColor.rgb *= mix(1.0, LIGHTSHAFT_RAIN_IM, rainFactor);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
volumetricLight.rgb *= vlColor;
|
||||
#endif
|
||||
|
||||
volumetricLight.rgb *= vlMult;
|
||||
volumetricLight = max(volumetricLight, vec4(0.0));
|
||||
|
||||
#if defined DISTANT_HORIZONS && defined OVERWORLD
|
||||
if (isEyeInWater == 0) {
|
||||
float lViewPosM = lViewPos0;
|
||||
if (z0 >= 1.0) {
|
||||
float z0DH = texelFetch(dhDepthTex, texelCoord, 0).r;
|
||||
vec4 screenPosDH = vec4(texCoord, z0DH, 1.0);
|
||||
vec4 viewPosDH = dhProjectionInverse * (screenPosDH * 2.0 - 1.0);
|
||||
viewPosDH /= viewPosDH.w;
|
||||
lViewPosM = length(viewPosDH.xyz);
|
||||
}
|
||||
lViewPosM = min(lViewPosM, renderDistance * 0.6);
|
||||
|
||||
float dhVlStillIntense = max(max(vlSceneIntensity, rainFactor), nightFactor * 0.5);
|
||||
|
||||
volumetricLight *= mix(0.0003 * lViewPosM, 1.0, dhVlStillIntense);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef END
|
||||
#ifndef DISTANT_HORIZONS
|
||||
volumetricLight *= sqrt1(min1(lViewPos1 * 2.0 / 512.0));
|
||||
#else
|
||||
volumetricLight *= min1(lViewPos1 * 3.0 / renderDistance);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if RETRO_LOOK == 1
|
||||
volumetricLight *= vec4(0.0);
|
||||
#elif RETRO_LOOK == 2
|
||||
volumetricLight *= mix(vec4(1.0), vec4(0.0), nightVision);
|
||||
#endif
|
||||
|
||||
return volumetricLight;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "/lib/shaderSettings/materials.glsl"
|
||||
#define BASE_BLOCKLIGHT (vec3(0.1775, 0.104, 0.077) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B))
|
||||
|
||||
#define SOUL_VALLEY_COLOR vec3(0.05, 0.22, 0.25)
|
||||
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
vec3 blocklightCol = mix(BASE_BLOCKLIGHT, SOUL_VALLEY_COLOR, inSoulValley);
|
||||
#else
|
||||
vec3 blocklightCol = BASE_BLOCKLIGHT;
|
||||
#endif
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
#include "/lib/colors/blocklightColorsACT.glsl"
|
||||
#endif
|
||||
@@ -0,0 +1,305 @@
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
vec3 fireSpecialLightColorGradient = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.3), inSoulValley);
|
||||
vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.5), inSoulValley);
|
||||
vec3 lanternBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.4), inSoulValley);
|
||||
vec3 fireSpecialLightColor = mix(vec3(2.25, 0.83, 0.27) * 3.7, vec3(0.5, 1.9, 2.1) * 3.8, inSoulValley);
|
||||
vec4 lavaSpecialLightColor = vec4(mix(vec3(3.25, 0.9, 0.2) * 3.9, vec3(0.5, 1.9, 2.1) * 4.0, inSoulValley), 0.8);
|
||||
vec4 brewingStandSpecialLightColor = vec4(mix(vec3(2.5, 1.2, 0.4) * 0.1, vec3(0.5, 1.9, 2.1) * 0.1, inSoulValley), 0.1);
|
||||
#elif defined PURPLE_END_FIRE_INTERNAL
|
||||
vec3 fireSpecialLightColor = vec3(0.6, 0.3, 2.4) * 3.8;
|
||||
vec3 fireSpecialLightColorGradient = mix(vec3(2.0, 0.77, 0.17) * 3.8, fireSpecialLightColor, clamp01(0.7 + max(0.0, clamp01(sin(pow2(texture2DLod(noisetex, vec2(frameTimeCounter * 0.01), 0.0).r))))));
|
||||
vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, clamp01(0.75)); // Super odd intel nan fix
|
||||
vec3 lanternBlockSpecialLightColor = fireSpecialLightColor;
|
||||
vec4 lavaSpecialLightColor = vec4(vec3(1.0, 0.5, 4.0) * 4.0, 0.8);
|
||||
vec4 brewingStandSpecialLightColor = vec4(vec3(0.10, 0.05, 0.4) * 0.4, 0.1);
|
||||
#else
|
||||
vec3 fireSpecialLightColor = vec3(2.25, 0.83, 0.27) * 3.7;
|
||||
vec3 fireSpecialLightColorGradient = fireSpecialLightColor;
|
||||
vec3 torchBlockSpecialLightColor = fireSpecialLightColor;
|
||||
vec3 lanternBlockSpecialLightColor = fireSpecialLightColor;
|
||||
vec4 lavaSpecialLightColor = vec4(vec3(3.25, 0.9, 0.2) * 3.9, 0.8);
|
||||
vec4 brewingStandSpecialLightColor = vec4(vec3(2.5, 1.2, 0.4) * 0.1, 0.1);
|
||||
#endif
|
||||
#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
|
||||
vec3 netherPortalSpecialLightColor = normalize(netherColor) * 2.0;
|
||||
vec3 respawnAnchorSpecialLightColor = normalize(netherColor) * 2.0;
|
||||
#else
|
||||
vec3 netherPortalSpecialLightColor = vec3(1.8, 0.4, 2.2) * 0.8;
|
||||
vec3 respawnAnchorSpecialLightColor = vec3(1.7, 0.9, 0.4) * 2.0;
|
||||
#endif
|
||||
vec3 redstoneSpecialLightColor = vec3(4.0, 0.1, 0.1);
|
||||
vec4 soulFireSpecialColor = vec4(vec3(0.3, 2.0, 2.2) * 1.0, 0.3);
|
||||
float candleColorMult = 2.0;
|
||||
float candleExtraLight = 0.004;
|
||||
#if END_ROD_COLOR_PROFILE == 1
|
||||
vec3 endRodSpacialColor = vec3(END_ROD_R, END_ROD_G, END_ROD_B) / 255 * END_ROD_I;
|
||||
#elif (END_ROD_COLOR_PROFILE == 2 || (END_ROD_COLOR_PROFILE == 3 && defined OVERWORLD)) && COLORED_LIGHTING_INTERNAL > 0
|
||||
vec3 endRodSpacialColor = vec3(pow2(getRainbowColor(vec2(0.0), float(END_ROD_RAINBOW_ANIMATE))));
|
||||
#else
|
||||
#ifdef END
|
||||
vec3 endRodSpacialColor = vec3(1.25, 0.5, 1.25); // End Rod in the End dimension
|
||||
#else
|
||||
vec3 endRodSpacialColor = vec3(1.0, 1.0, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef EMISSIVE_ENCHANTING_TABLE
|
||||
vec3 enchantingTableSpecialLightColor = vec3(0.5, 2.0, 2.0) * 0.4;
|
||||
#else
|
||||
vec3 enchantingTableSpecialLightColor = vec3(1.4, 1.1, 0.5);
|
||||
#endif
|
||||
void AddSpecialLightDetail(inout vec3 light, vec3 albedo, float emission) {
|
||||
vec3 lightM = max(light, vec3(0.0));
|
||||
lightM /= (0.2 + 0.8 * GetLuminance(lightM));
|
||||
lightM *= (1.0 / (1.0 + emission)) * 0.22;
|
||||
light *= 0.9;
|
||||
light += pow2(lightM / (albedo + 0.1));
|
||||
}
|
||||
vec4 GetSpecialBlocklightColor(int mat) {
|
||||
/* Please note that these colors do not determine the intensity of the
|
||||
final light. Instead; higher values of color change how long the color
|
||||
will travel, and also how dominant it will be next to other colors.*/
|
||||
/* Additional feature: An alpha value bigger than 0 will make that
|
||||
block cast extra light regardless of the vanilla lightmap. Use this
|
||||
with caution though because our floodfill isn't as accurate as vanilla.*/
|
||||
|
||||
if (mat < 50) {
|
||||
if (mat < 26) {
|
||||
if (mat < 14) {
|
||||
if (mat < 8) {
|
||||
if (mat < 5) {
|
||||
if (mat == 2) return vec4(torchBlockSpecialLightColor, 0.0); // Torch
|
||||
if (mat == 3) return vec4(endRodSpacialColor * 4.0, 0.0); // End Rod - This is the base for all lights. Total value 12. vec3(1.0, 1.0, 1.0) * 4.0
|
||||
if (mat == 4) return vec4(vec3(0.7, 1.5, 2.0) * 3.0, 0.0); // Beacon
|
||||
} else {
|
||||
if (mat == 5) return vec4(fireSpecialLightColorGradient, 0.0); // Fire
|
||||
if (mat == 6) return vec4(vec3(0.7, 1.5, 1.5) * 1.7, 0.0); // Sea Pickle:Waterlogged
|
||||
if (mat == 7) return vec4(pow(vec3(1.1, 0.85, 0.35), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 5.0, 0.0); // Ochre Froglight
|
||||
}
|
||||
} else {
|
||||
if (mat < 11) {
|
||||
if (mat == 8) return vec4(pow(vec3(0.6, 1.3, 0.6), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 4.5, 0.0); // Verdant Froglight
|
||||
if (mat == 9) return vec4(pow(vec3(1.1, 0.5, 0.9), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 4.5, 0.0); // Pearlescent Froglight
|
||||
if (mat == 10) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Glowstone
|
||||
} else {
|
||||
if (mat == 11) return vec4(fireSpecialLightColor, 0.0); // Jack o'Lantern
|
||||
if (mat == 12) return vec4(lanternBlockSpecialLightColor, 0.0); // Lantern
|
||||
if (mat == 13) return lavaSpecialLightColor; // Lava
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 20) {
|
||||
if (mat < 17) {
|
||||
if (mat == 14) return vec4(lavaSpecialLightColor.rgb, 0.0); // Lava Cauldron
|
||||
if (mat == 15) return vec4(fireSpecialLightColorGradient, 0.0); // Campfire:Lit
|
||||
if (mat == 16) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Redstone Lamp:Lit
|
||||
} else {
|
||||
if (mat == 17) return vec4(respawnAnchorSpecialLightColor, 0.0); // Respawn Anchor:Lit
|
||||
if (mat == 18) return vec4(vec3(1.0, 1.25, 1.5) * 3.4, 0.0); // Sea Lantern
|
||||
if (mat == 19) return vec4(vec3(3.0, 0.9, 0.2) * 3.0, 0.0); // Shroomlight
|
||||
}
|
||||
} else {
|
||||
if (mat < 23) {
|
||||
if (mat == 20) return vec4(vec3(2.3, 0.9, 0.2) * 3.4, 0.0); // Cave Vines:With Glow Berries
|
||||
if (mat == 21) return vec4(fireSpecialLightColor * 0.7, 0.0); // Furnace:Lit
|
||||
if (mat == 22) return vec4(fireSpecialLightColor * 0.7, 0.0); // Smoker:Lit
|
||||
} else {
|
||||
if (mat == 23) return vec4(fireSpecialLightColor * 0.7, 0.0); // Blast Furnace:Lit
|
||||
if (mat == 24) return vec4(fireSpecialLightColor * 0.25 * candleColorMult, candleExtraLight); // Standard Candles:Lit
|
||||
if (mat == 25) return vec4(netherPortalSpecialLightColor * 2.0, 0.4); // Nether Portal
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 38) {
|
||||
if (mat < 32) {
|
||||
if (mat < 29) {
|
||||
if (mat == 26) return vec4(netherPortalSpecialLightColor, 0.0); // Crying Obsidian
|
||||
if (mat == 27) return soulFireSpecialColor; // Soul Fire
|
||||
if (mat == 28) return soulFireSpecialColor; // Soul Torch
|
||||
} else {
|
||||
if (mat == 29) return soulFireSpecialColor; // Soul Lantern
|
||||
if (mat == 30) return soulFireSpecialColor; // Soul Campfire:Lit
|
||||
if (mat == 31) return vec4(redstoneSpecialLightColor * 0.5, 0.1 * ACT_ORE_INTENSITY); // Redstone Ores:Lit
|
||||
}
|
||||
} else {
|
||||
if (mat < 35) {
|
||||
if (mat == 32) return vec4(redstoneSpecialLightColor * 0.3, 0.1 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Redstone Ores:Unlit
|
||||
if (mat == 33) return vec4(enchantingTableSpecialLightColor, 0.05); // Enchanting Table
|
||||
#if GLOWING_LICHEN > 0
|
||||
if (mat == 34) return vec4(vec3(0.8, 1.1, 1.1), 0.05); // Glow Lichen with IntegratedPBR
|
||||
#else
|
||||
if (mat == 34) return vec4(vec3(0.4, 0.55, 0.55), 0.0); // Glow Lichen vanilla
|
||||
#endif
|
||||
} else {
|
||||
if (mat == 35) return vec4(redstoneSpecialLightColor * 0.25, 0.0); // Redstone Torch
|
||||
if (mat == 36) return vec4(vec3(0.325, 0.15, 0.425) * 2.0, 0.05); // Amethyst Cluster, Amethyst Buds, Calibrated Sculk Sensor
|
||||
if (mat == 37) return vec4(lavaSpecialLightColor.rgb * 0.1, 0.1); // Magma Block
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 44) {
|
||||
if (mat < 41) {
|
||||
#ifdef EMISSIVE_DRAGON_EGG
|
||||
if (mat == 38) return vec4(vec3(2.0, 0.5, 1.5) * 0.3, 0.1); // Dragon Egg
|
||||
#endif
|
||||
if (mat == 39) return vec4(vec3(2.0, 1.0, 1.5) * 0.25, 0.1); // Chorus Flower
|
||||
if (mat == 40) return brewingStandSpecialLightColor; // Brewing Stand
|
||||
} else {
|
||||
if (mat == 41) return vec4(redstoneSpecialLightColor * 0.4, 0.15); // Redstone Block
|
||||
if (mat == 42) return vec4(vec3(0.75, 0.75, 3.0) * 0.277, 0.15); // Lapis Block
|
||||
if (mat == 43) return vec4(vec3(1.7, 0.9, 0.4) * 0.45, 0.05 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Iron Ores
|
||||
}
|
||||
} else {
|
||||
if (mat < 47) {
|
||||
if (mat == 44) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.1 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Gold Ores
|
||||
if (mat == 45) return vec4(vec3(1.7, 0.8, 0.4) * 0.45, 0.05 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Copper Ores
|
||||
if (mat == 46) return vec4(vec3(0.75, 0.75, 3.0) * 0.2, 0.1 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Lapis Ores
|
||||
} else {
|
||||
if (mat == 47) return vec4(vec3(0.5, 3.5, 0.5) * 0.3, 0.1 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Emerald Ores
|
||||
if (mat == 48) return vec4(vec3(0.5, 2.0, 2.0) * 0.4, 0.15 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Diamond Ores
|
||||
if (mat == 49) return vec4(vec3(1.5, 1.5, 1.5) * 0.3, 0.05 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Nether Quartz Ore
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 74) {
|
||||
if (mat < 62) {
|
||||
if (mat < 56) {
|
||||
if (mat < 53) {
|
||||
if (mat == 50) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.05 * ACT_ORE_INTENSITY) * GLOWING_ORE_MULT; // Nether Gold Ore
|
||||
if (mat == 51) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.05); // Gilded Blackstone
|
||||
if (mat == 52) return vec4(vec3(1.8, 0.8, 0.4) * 0.6, 0.15); // Ancient Debris
|
||||
} else {
|
||||
if (mat == 53) return vec4(vec3(1.4, 0.2, 1.4) * 0.3, 0.05); // Spawner
|
||||
if (mat == 54) return vec4(vec3(3.1, 1.1, 0.3) * 1.0, 0.1); // Trial Spawner:NotOminous:Active, Vault:NotOminous:Active
|
||||
if (mat == 55) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Copper Bulb:BrighterOnes:Lit
|
||||
}
|
||||
} else {
|
||||
if (mat < 59) {
|
||||
if (mat == 56) return vec4(vec3(1.7, 0.9, 0.4) * 2.0, 0.0); // Copper Bulb:DimmerOnes:Lit
|
||||
if (mat == 57) return vec4(vec3(0.1, 0.3, 0.4) * 0.5, 0.0005); // Sculk++
|
||||
if (mat == 58) return vec4(vec3(0.0, 1.4, 1.4) * 4.0, 0.15); // End Portal Frame:Active
|
||||
} else {
|
||||
if (mat == 59) return vec4(0.0); // Bedrock
|
||||
if (mat == 60) return vec4(vec3(3.1, 1.1, 0.3) * 0.125, 0.0125); // Command Block
|
||||
if (mat == 61) return vec4(vec3(3.0, 0.9, 0.2) * 0.125, 0.0125); // Warped Fungus, Crimson Fungus
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 68) {
|
||||
if (mat < 65) {
|
||||
if (mat == 62) return vec4(vec3(3.5, 0.6, 0.4) * 0.3, 0.05); // Crimson Stem, Crimson Hyphae
|
||||
if (mat == 63) return vec4(vec3(0.3, 1.9, 1.5) * 0.3, 0.05); // Warped Stem, Warped Hyphae
|
||||
if (mat == 64) return vec4(vec3(1.0, 1.0, 1.0) * 0.45, 0.1); // Structure Block, Jigsaw Block, Test Block, Test Instance Block
|
||||
} else {
|
||||
if (mat == 65) return vec4(vec3(3.0, 0.9, 0.2) * 0.125, 0.0125); // Weeping Vines Plant
|
||||
if (mat == 66) return vec4(redstoneSpecialLightColor * 0.05, 0.002); // Redstone Wire:Lit, Comparator:Unlit:Subtract
|
||||
if (mat == 67) return vec4(redstoneSpecialLightColor * 0.125, 0.0125); // Repeater:Lit, Comparator:Lit
|
||||
}
|
||||
} else {
|
||||
if (mat < 71) {
|
||||
if (mat == 68) return vec4(vec3(0.75), 0.0); // Vault:Inactive
|
||||
if (mat == 69) return vec4(vec3(1.3, 1.6, 1.6) * 1.0, 0.1); // Trial Spawner:Ominous:Active, Vault:Ominous:Active
|
||||
if (mat == 70) return vec4(vec3(1.0, 0.1, 0.1) * candleColorMult, candleExtraLight); // Red Candles:Lit
|
||||
} else {
|
||||
if (mat == 71) return vec4(vec3(1.0, 0.4, 0.1) * candleColorMult, candleExtraLight); // Orange Candles:Lit
|
||||
if (mat == 72) return vec4(vec3(1.0, 1.0, 0.1) * candleColorMult, candleExtraLight); // Yellow Candles:Lit
|
||||
if (mat == 73) return vec4(vec3(0.1, 1.0, 0.1) * candleColorMult, candleExtraLight); // Lime Candles:Lit
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 86) {
|
||||
if (mat < 80) {
|
||||
if (mat < 77) {
|
||||
if (mat == 74) return vec4(vec3(0.3, 1.0, 0.3) * candleColorMult, candleExtraLight); // Green Candles:Lit
|
||||
if (mat == 75) return vec4(vec3(0.3, 0.8, 1.0) * candleColorMult, candleExtraLight); // Cyan Candles:Lit
|
||||
if (mat == 76) return vec4(vec3(0.5, 0.65, 1.0) * candleColorMult, candleExtraLight); // Light Blue Candles:Lit
|
||||
} else {
|
||||
if (mat == 77) return vec4(vec3(0.1, 0.15, 1.0) * candleColorMult, candleExtraLight); // Blue Candles:Lit
|
||||
if (mat == 78) return vec4(vec3(0.7, 0.3, 1.0) * candleColorMult, candleExtraLight); // Purple Candles:Lit
|
||||
if (mat == 79) return vec4(vec3(1.0, 0.1, 1.0) * candleColorMult, candleExtraLight); // Magenta Candles:Lit
|
||||
}
|
||||
} else {
|
||||
if (mat < 83) {
|
||||
if (mat == 80) return vec4(vec3(1.0, 0.4, 1.0) * candleColorMult, candleExtraLight); // Pink Candles:Lit
|
||||
if (mat == 81) return vec4(vec3(2.8, 1.1, 0.2) * 0.125, 0.0125); // Open Eyeblossom
|
||||
if (mat == 82) return vec4(vec3(2.8, 1.1, 0.2) * 0.3, 0.05); // Creaking Heart: Active
|
||||
} else {
|
||||
if (mat == 83) return vec4(vec3(1.6, 1.6, 0.7) * 0.3, 0.05); // Firefly Bush
|
||||
if (mat == 84) return vec4(vec3(0.85, 1.3, 1.0) * 3.9, 0.0); // Copper Torch, Copper Lantern
|
||||
if (mat == 85) return vec4(0.0);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 92) {
|
||||
if (mat < 89) {
|
||||
if (mat == 86) return vec4(0.0);
|
||||
if (mat == 87) return vec4(0.0);
|
||||
if (mat == 88) return vec4(0.0);
|
||||
} else {
|
||||
if (mat == 89) return vec4(0.0);
|
||||
if (mat == 90) return vec4(0.0);
|
||||
if (mat == 91) return vec4(0.0);
|
||||
}
|
||||
} else {
|
||||
if (mat < 95) {
|
||||
if (mat == 92) return vec4(0.0);
|
||||
if (mat == 93) return vec4(0.0);
|
||||
if (mat == 94) return vec4(0.0);
|
||||
} else {
|
||||
if (mat == 95) return vec4(0.0);
|
||||
if (mat == 96) return vec4(0.0);
|
||||
if (mat == 97) return vec4(vec3(1.0, 1.0, 1.0) * 4.0, candleExtraLight); // Modded White Light Source
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(blocklightCol * 20.0, 0.0);
|
||||
}
|
||||
|
||||
vec3[] specialTintColor = vec3[](
|
||||
// 200: White
|
||||
vec3(1.0),
|
||||
// 201: Orange
|
||||
vec3(1.0, 0.3, 0.1),
|
||||
// 202: Magenta
|
||||
vec3(1.0, 0.1, 1.0),
|
||||
// 203: Light Blue
|
||||
vec3(0.5, 0.65, 1.0),
|
||||
// 204: Yellow
|
||||
vec3(1.0, 1.0, 0.1),
|
||||
// 205: Lime
|
||||
vec3(0.1, 1.0, 0.1),
|
||||
// 206: Pink
|
||||
vec3(1.0, 0.4, 1.0),
|
||||
// 207: Gray
|
||||
vec3(1.0),
|
||||
// 208: Light Gray
|
||||
vec3(1.0),
|
||||
// 209: Cyan
|
||||
vec3(0.3, 0.8, 1.0),
|
||||
// 210: Purple
|
||||
vec3(0.7, 0.3, 1.0),
|
||||
// 211: Blue
|
||||
vec3(0.1, 0.15, 1.0),
|
||||
// 212: Brown
|
||||
vec3(1.0, 0.75, 0.5),
|
||||
// 213: Green
|
||||
vec3(0.3, 1.0, 0.3),
|
||||
// 214: Red
|
||||
vec3(1.0, 0.1, 0.1),
|
||||
// 215: Black
|
||||
vec3(1.0),
|
||||
// 216: Ice
|
||||
vec3(0.5, 0.65, 1.0),
|
||||
// 217: Glass
|
||||
vec3(1.0),
|
||||
// 218: Glass Pane
|
||||
vec3(1.0),
|
||||
// 219++
|
||||
vec3(0.0)
|
||||
);
|
||||
@@ -0,0 +1,7 @@
|
||||
vec3 cloudRainColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor);
|
||||
vec3 cloudAmbientColor = mix(ambientColor * (sunVisibility2 * (0.55 + 0.17 * noonFactor) + 0.35), cloudRainColor * 0.5, rainFactor) * CLOUD_AMBIENT_MULTIPLIER;
|
||||
vec3 cloudLightColor = mix(
|
||||
lightColor * 1.3,
|
||||
cloudRainColor * 0.45,
|
||||
noonFactor * rainFactor
|
||||
) * CLOUD_LIGHT_MULTIPLIER;
|
||||
@@ -0,0 +1,68 @@
|
||||
#ifndef INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS
|
||||
#define INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS
|
||||
|
||||
#include "/lib/shaderSettings/colorMult.glsl"
|
||||
|
||||
vec3 GetLightColorMult() {
|
||||
vec3 lightColorMult;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 morningLightMult = vec3(LIGHT_MORNING_R, LIGHT_MORNING_G, LIGHT_MORNING_B) * LIGHT_MORNING_I;
|
||||
vec3 noonLightMult = vec3(LIGHT_NOON_R, LIGHT_NOON_G, LIGHT_NOON_B) * LIGHT_NOON_I;
|
||||
vec3 nightLightMult = vec3(LIGHT_NIGHT_R, LIGHT_NIGHT_G, LIGHT_NIGHT_B) * LIGHT_NIGHT_I;
|
||||
vec3 rainLightMult = vec3(LIGHT_RAIN_R, LIGHT_RAIN_G, LIGHT_RAIN_B) * LIGHT_RAIN_I;
|
||||
|
||||
lightColorMult = mix(noonLightMult, morningLightMult, invNoonFactor2);
|
||||
lightColorMult = mix(nightLightMult, lightColorMult, sunVisibility2);
|
||||
lightColorMult = mix(lightColorMult, dot(lightColorMult, vec3(0.33333)) * rainLightMult, rainFactor);
|
||||
#elif defined NETHER
|
||||
vec3 netherLightMult = vec3(LIGHT_NETHER_R, LIGHT_NETHER_G, LIGHT_NETHER_B) * LIGHT_NETHER_I;
|
||||
|
||||
lightColorMult = netherLightMult;
|
||||
#elif defined END
|
||||
vec3 endLightMult = vec3(LIGHT_END_R, LIGHT_END_G, LIGHT_END_B) * LIGHT_END_I;
|
||||
|
||||
lightColorMult = endLightMult;
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_MULTIPLIER_COMPARISON
|
||||
return gl_FragCoord.x < mix(0.5, 0.0, isSneaking) * viewWidth ? vec3(1.0) : lightColorMult;
|
||||
#else
|
||||
return lightColorMult;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 GetAtmColorMult() {
|
||||
vec3 atmColorMult;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 morningAtmMult = vec3(ATM_MORNING_R, ATM_MORNING_G, ATM_MORNING_B) * ATM_MORNING_I;
|
||||
vec3 noonAtmMult = vec3(ATM_NOON_R, ATM_NOON_G, ATM_NOON_B) * ATM_NOON_I;
|
||||
vec3 nightAtmMult = vec3(ATM_NIGHT_R, ATM_NIGHT_G, ATM_NIGHT_B) * ATM_NIGHT_I;
|
||||
vec3 rainAtmMult = vec3(ATM_RAIN_R, ATM_RAIN_G, ATM_RAIN_B) * ATM_RAIN_I;
|
||||
|
||||
atmColorMult = mix(noonAtmMult, morningAtmMult, invNoonFactor2);
|
||||
atmColorMult = mix(nightAtmMult, atmColorMult, sunVisibility2);
|
||||
atmColorMult = mix(atmColorMult, dot(atmColorMult, vec3(0.33333)) * rainAtmMult, rainFactor);
|
||||
#elif defined NETHER
|
||||
vec3 netherAtmMult = vec3(ATM_NETHER_R, ATM_NETHER_G, ATM_NETHER_B) * ATM_NETHER_I;
|
||||
|
||||
atmColorMult = netherAtmMult;
|
||||
#elif defined END
|
||||
vec3 endAtmMult = vec3(ATM_END_R, ATM_END_G, ATM_END_B) * ATM_END_I;
|
||||
|
||||
atmColorMult = endAtmMult;
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_MULTIPLIER_COMPARISON
|
||||
return gl_FragCoord.x < mix(0.5, 0.0, isSneaking) * viewWidth ? vec3(1.0) : atmColorMult;
|
||||
#else
|
||||
return atmColorMult;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 lightColorMult;
|
||||
vec3 atmColorMult;
|
||||
vec3 sqrtAtmColorMult;
|
||||
|
||||
#endif //INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS
|
||||
@@ -0,0 +1,110 @@
|
||||
#ifndef INCLUDE_LIGHT_AND_AMBIENT_COLORS
|
||||
#define INCLUDE_LIGHT_AND_AMBIENT_COLORS
|
||||
|
||||
#include "/lib/shaderSettings/endBeams.glsl"
|
||||
#include "/lib/shaderSettings/lightAndAmbientColors.glsl"
|
||||
#include "/lib/shaderSettings/overworldBeams.glsl"
|
||||
|
||||
#if defined OVERWORLD
|
||||
#ifndef COMPOSITE1
|
||||
vec3 noonClearLightColor = vec3(0.65, 0.55, 0.375) * 2.05; //ground and cloud color
|
||||
#else
|
||||
vec3 noonClearLightColor = vec3(0.4, 0.75, 1.3); //light shaft color
|
||||
#endif
|
||||
vec3 noonClearAmbientColor = pow(skyColor, vec3(0.75)) * 0.85;
|
||||
|
||||
#ifndef COMPOSITE1
|
||||
vec3 sunsetClearLightColor = pow(vec3(0.64, 0.45, 0.3), vec3(1.5 + invNoonFactor)) * 5.0; //ground and cloud color
|
||||
#else
|
||||
vec3 sunsetClearLightColor = pow(vec3(0.62, 0.39, 0.24), vec3(1.5 + invNoonFactor)) * 6.8; //light shaft color
|
||||
#endif
|
||||
vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(1.21, 0.92, 0.76) * 0.95;
|
||||
|
||||
#if !defined COMPOSITE1 && !defined DEFERRED1
|
||||
vec3 nightClearLightColor = 0.9 * vec3(0.15, 0.14, 0.20) * (0.4 + vsBrightness * 0.4); //ground color
|
||||
#elif defined DEFERRED1
|
||||
vec3 nightClearLightColor = 0.9 * vec3(0.11, 0.14, 0.20); //cloud color
|
||||
#else
|
||||
vec3 nightClearLightColor = vec3(0.08, 0.12, 0.23); //light shaft color
|
||||
#endif
|
||||
vec3 nightClearAmbientColor = 0.9 * vec3(0.09, 0.12, 0.17) * (1.55 + vsBrightness * 0.77);
|
||||
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
vec3 drlcSnowM = inSnowy * vec3(-0.06, 0.0, 0.04);
|
||||
vec3 drlcDryM = inDry * vec3(0.01, -0.035, -0.06);
|
||||
#else
|
||||
vec3 drlcSnowM = vec3(0.0), drlcDryM = vec3(0.0);
|
||||
#endif
|
||||
#if RAIN_STYLE == 2
|
||||
vec3 drlcRainMP = vec3(-0.03, 0.0, 0.02);
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
vec3 drlcRainM = inRainy * drlcRainMP;
|
||||
#else
|
||||
vec3 drlcRainM = drlcRainMP;
|
||||
#endif
|
||||
#else
|
||||
vec3 drlcRainM = vec3(0.0);
|
||||
#endif
|
||||
vec3 dayRainLightColor = vec3(0.21, 0.16, 0.13) * 0.85 + noonFactor * vec3(0.0, 0.02, 0.06)
|
||||
+ drlcRainM + drlcSnowM + drlcDryM;
|
||||
vec3 dayRainAmbientColor = vec3(0.2, 0.2, 0.25) * (1.8 + 0.5 * vsBrightness);
|
||||
|
||||
vec3 nightRainLightColor = vec3(0.03, 0.035, 0.05) * (0.5 + 0.5 * vsBrightness);
|
||||
vec3 nightRainAmbientColor = vec3(0.16, 0.20, 0.3) * (0.75 + 0.6 * vsBrightness);
|
||||
#ifndef COMPOSITE1
|
||||
float noonFactorDM = noonFactor; //ground and cloud factor
|
||||
#else
|
||||
float noonFactorDM = noonFactor * noonFactor; //light shaft factor
|
||||
#endif
|
||||
vec3 dayLightColor = mix(sunsetClearLightColor, noonClearLightColor, noonFactorDM);
|
||||
vec3 dayAmbientColor = mix(sunsetClearAmbientColor, noonClearAmbientColor, noonFactorDM);
|
||||
|
||||
vec3 clearLightColor = mix(nightClearLightColor, dayLightColor, sunVisibility2);
|
||||
vec3 clearAmbientColor = mix(nightClearAmbientColor, dayAmbientColor, sunVisibility2);
|
||||
|
||||
float rainShadowVisReduce = 0.0
|
||||
#ifdef SUN_MOON_DURING_RAIN
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
+ 0.2 * inSnowy + 0.2 * inDry
|
||||
#elif RAIN_STYLE == 2
|
||||
+ 0.2
|
||||
#endif
|
||||
#else
|
||||
+ 0.4
|
||||
#endif
|
||||
;
|
||||
|
||||
vec3 rainLightColor = mix(nightRainLightColor, dayRainLightColor * (1.0 - rainShadowVisReduce), sunVisibility2) * 2.5;
|
||||
vec3 rainAmbientColor = mix(nightRainAmbientColor, dayRainAmbientColor * (1.0 + rainShadowVisReduce), sunVisibility2);
|
||||
|
||||
vec3 lightColor = mix(clearLightColor, rainLightColor, rainFactor);
|
||||
#if SILHOUETTE == 0
|
||||
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor);
|
||||
#elif SILHOUETTE == 1
|
||||
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor) * mix(SILHOUETTE_BRIGHTNESS, 1.0, sunVisibility);
|
||||
#else
|
||||
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor) * SILHOUETTE_BRIGHTNESS;
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_BEAMS
|
||||
vec3 ambientColorBeam = mix(clearAmbientColor, rainAmbientColor, rainFactor);
|
||||
vec3 ColorBeam = mix(vec3(OW_BEAM_R_NEW, OW_BEAM_G_NEW, OW_BEAM_B_NEW), ambientColorBeam, BEAMS_AMBIENT_INFLUENCE);
|
||||
#else
|
||||
vec3 ColorBeam = vec3(0.0);
|
||||
#endif
|
||||
#elif defined NETHER
|
||||
vec3 lightColor = vec3(0.0);
|
||||
vec3 ambientColor = (netherColor + 0.5 * lavaLightColor) * (0.9 + 0.45 * vsBrightness);
|
||||
#elif defined END
|
||||
float fogLuminance = dot(fogColor, vec3(0.299, 0.587, 0.114));
|
||||
vec3 endLightColor = clamp(mix(fogColor * 0.6 + 0.3 * normalize(fogColor + 0.0001) + 0.25 * (1.0 - fogLuminance), vec3(0.68, 0.51, 1.07), inVanillaEnd * float(END_SKY_FOG_INFLUENCE)), 0.0, 1.0);
|
||||
vec3 endOrangeCol = vec3(E_DRAGON_BEAM_R_NEW, E_DRAGON_BEAM_G_NEW, E_DRAGON_BEAM_B_NEW) * E_DRAGON_BEAM_I;
|
||||
float endLightBalancer = 0.2 * vsBrightness;
|
||||
vec3 lightColor = endLightColor * (0.35 - endLightBalancer);
|
||||
vec3 ambientCol = endLightColor * (0.2 + endLightBalancer);
|
||||
vec3 ambientColor = mix(ambientCol, vec3(END_AMBIENT_R_NEW, END_AMBIENT_G_NEW, END_AMBIENT_B_NEW), END_AMBIENT_INFLUENCE) * END_AMBIENT_I;
|
||||
vec3 endColorBeam = mix(vec3(E_BEAM_R_NEW, E_BEAM_G_NEW, E_BEAM_B_NEW), ambientCol, E_BEAMS_AMBIENT_INFLUENCE);
|
||||
|
||||
#endif
|
||||
|
||||
#endif //INCLUDE_LIGHT_AND_AMBIENT_COLORS
|
||||
@@ -0,0 +1,24 @@
|
||||
#ifndef INCLUDE_MOON_PHASE_INF
|
||||
#define INCLUDE_MOON_PHASE_INF
|
||||
|
||||
#ifdef OVERWORLD
|
||||
#if SUN_MOON_STYLE == 1
|
||||
float moonPhaseFactor = abs(moonPhase - 4.0) * 0.25;
|
||||
|
||||
float halfCheck = step(0.5, moonPhaseFactor);
|
||||
float firstHalf = mix(MOON_PHASE_DARK, MOON_PHASE_PARTIAL, smoothstep(0.0, 0.5, moonPhaseFactor));
|
||||
float secondHalf = mix(MOON_PHASE_PARTIAL, MOON_PHASE_FULL, smoothstep(0.5, 1.0, moonPhaseFactor));
|
||||
|
||||
float moonPhaseFactor2 = mix(firstHalf, secondHalf, halfCheck);
|
||||
float moonPhaseInfluence = mix(1.0, moonPhaseFactor2, 1.0 - sunVisibility2);
|
||||
#else
|
||||
float moonPhaseInfluence = mix(
|
||||
1.0,
|
||||
moonPhase == 0 ? MOON_PHASE_FULL : moonPhase != 4 ? MOON_PHASE_PARTIAL : MOON_PHASE_DARK,
|
||||
1.0 - sunVisibility2
|
||||
);
|
||||
#endif
|
||||
#else
|
||||
float moonPhaseInfluence = 1.0;
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,57 @@
|
||||
#ifndef INCLUDE_SKY_COLORS
|
||||
#define INCLUDE_SKY_COLORS
|
||||
|
||||
#ifdef OVERWORLD
|
||||
vec3 skyColorSqrt = sqrt(skyColor);
|
||||
// Doing these things because vanilla skyColor gets to 0 during a thunderstorm
|
||||
float invRainStrength2 = (1.0 - rainStrength) * (1.0 - rainStrength);
|
||||
vec3 skyColorM = mix(max(skyColorSqrt, vec3(0.63, 0.67, 0.73)), skyColorSqrt, invRainStrength2);
|
||||
vec3 skyColorM2 = mix(max(skyColor, sunFactor * vec3(0.265, 0.295, 0.35)), skyColor, invRainStrength2);
|
||||
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
vec3 nmscSnowM = inSnowy * vec3(-0.1, 0.3, 0.6);
|
||||
vec3 nmscDryM = inDry * vec3(-0.1, -0.2, -0.3);
|
||||
vec3 ndscSnowM = inSnowy * vec3(-0.25, -0.01, 0.25);
|
||||
vec3 ndscDryM = inDry * vec3(-0.05, -0.09, -0.1);
|
||||
#else
|
||||
vec3 nmscSnowM = vec3(0.0), nmscDryM = vec3(0.0), ndscSnowM = vec3(0.0), ndscDryM = vec3(0.0);
|
||||
#endif
|
||||
#if RAIN_STYLE == 2
|
||||
vec3 nmscRainMP = vec3(-0.15, 0.025, 0.1);
|
||||
vec3 ndscRainMP = vec3(-0.125, -0.005, 0.125);
|
||||
#ifdef SPECIAL_BIOME_WEATHER
|
||||
vec3 nmscRainM = inRainy * ndscRainMP;
|
||||
vec3 ndscRainM = inRainy * ndscRainMP;
|
||||
#else
|
||||
vec3 nmscRainM = ndscRainMP;
|
||||
vec3 ndscRainM = ndscRainMP;
|
||||
#endif
|
||||
#else
|
||||
vec3 nmscRainM = vec3(0.0), ndscRainM = vec3(0.0);
|
||||
#endif
|
||||
vec3 nuscWeatherM = vec3(0.1, 0.0, 0.1);
|
||||
vec3 nmscWeatherM = vec3(-0.1, -0.4, -0.6) + vec3(0.0, 0.06, 0.12) * noonFactor;
|
||||
vec3 ndscWeatherM = vec3(-0.15, -0.3, -0.42) + vec3(0.0, 0.02, 0.08) * noonFactor;
|
||||
|
||||
vec3 noonUpSkyColor = pow(skyColorM, vec3(2.9)) * (vec3(0.85, 0.92, 0.81) + rainFactor * nuscWeatherM);
|
||||
vec3 noonMiddleSkyColor = pow(skyColorM, vec3(1.5)) * (vec3(1.3) + rainFactor * (nmscWeatherM + nmscRainM + nmscSnowM + nmscDryM))
|
||||
+ noonUpSkyColor * 0.65;
|
||||
vec3 noonDownSkyColor = skyColorM * (vec3(0.9) + rainFactor * (ndscWeatherM + ndscRainM + ndscSnowM + ndscDryM))
|
||||
+ noonUpSkyColor * 0.25;
|
||||
|
||||
vec3 sunsetUpSkyColor = skyColorM2 * (vec3(0.72, 0.522, 0.47) + vec3(0.1, 0.2, 0.35) * rainFactor2);
|
||||
vec3 sunsetMiddleSkyColor = skyColorM2 * (vec3(1.8, 1.3, 1.2) + vec3(0.15, 0.25, -0.05) * rainFactor2);
|
||||
vec3 sunsetDownSkyColorP = vec3(1.45, 0.86, 0.5) - vec3(0.8, 0.3, 0.0) * rainFactor;
|
||||
vec3 sunsetDownSkyColor = sunsetDownSkyColorP * 0.5 + 0.25 * sunsetMiddleSkyColor;
|
||||
|
||||
vec3 dayUpSkyColor = mix(noonUpSkyColor, sunsetUpSkyColor, invNoonFactor2);
|
||||
vec3 dayMiddleSkyColor = mix(noonMiddleSkyColor, sunsetMiddleSkyColor, invNoonFactor2);
|
||||
vec3 dayDownSkyColor = mix(noonDownSkyColor, sunsetDownSkyColor, invNoonFactor2);
|
||||
|
||||
vec3 nightColFactor = 0.9 * vec3(0.07, 0.14, 0.24) * (1.0 - 0.5 * rainFactor) + skyColor;
|
||||
vec3 nightUpSkyColor = pow(nightColFactor, vec3(0.90)) * 0.45;
|
||||
vec3 nightMiddleSkyColor = sqrt(nightUpSkyColor) * 0.65;
|
||||
vec3 nightDownSkyColor = nightMiddleSkyColor * vec3(0.82, 0.82, 0.88);
|
||||
#endif
|
||||
|
||||
#endif //INCLUDE_SKY_COLORS
|
||||
@@ -0,0 +1,399 @@
|
||||
vec3 DoBSLTonemap(vec3 color) {
|
||||
color = TM_EXPOSURE * color;
|
||||
color = color / pow(pow(color, vec3(TM_WHITE_CURVE)) + 1.0, vec3(1.0 / TM_WHITE_CURVE));
|
||||
color = pow(color, mix(vec3(T_LOWER_CURVE), vec3(T_UPPER_CURVE), sqrt(color)));
|
||||
|
||||
return pow(color, vec3(1.0 / 2.2));
|
||||
}
|
||||
|
||||
void linearToRGB(inout vec3 color) {
|
||||
const vec3 k = vec3(0.055);
|
||||
color = mix((vec3(1.0) + k) * pow(color, vec3(1.0 / 2.4)) - k, 12.92 * color, lessThan(color, vec3(0.0031308)));
|
||||
}
|
||||
|
||||
void doColorAdjustments(inout vec3 color) {
|
||||
color = TM_EXPOSURE * color;
|
||||
color = pow(color, mix(vec3(T_LOWER_CURVE - 0.10), vec3(T_UPPER_CURVE - 0.30), sqrt(color)));
|
||||
}
|
||||
|
||||
vec3 DoCompTonemap(inout vec3 color) {
|
||||
// Lottes tonemap modified for Complementary Shaders
|
||||
// Lottes 2016, "Advanced Techniques and Optimization of HDR Color Pipelines"
|
||||
// http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf
|
||||
color = TM_EXPOSURE * color;
|
||||
|
||||
float colorMax = max(color.r, max(color.g, color.b));
|
||||
float initialLuminance = GetLuminance(color);
|
||||
|
||||
vec3 a = vec3(TM_CONTRAST); // General Contrast
|
||||
vec3 d = vec3(1.0); // Roll-off control
|
||||
vec3 hdrMax = vec3(8.0); // Maximum input brightness
|
||||
vec3 midIn = vec3(0.25); // Input middle gray
|
||||
vec3 midOut = vec3(0.25); // Output middle gray
|
||||
|
||||
vec3 a_d = a * d;
|
||||
vec3 hdrMaxA = pow(hdrMax, a);
|
||||
vec3 hdrMaxAD = pow(hdrMax, a_d);
|
||||
vec3 midInA = pow(midIn, a);
|
||||
vec3 midInAD = pow(midIn, a_d);
|
||||
vec3 HM1 = hdrMaxA * midOut;
|
||||
vec3 HM2 = hdrMaxAD - midInAD;
|
||||
|
||||
vec3 b = (-midInA + HM1) / (HM2 * midOut);
|
||||
vec3 c = (hdrMaxAD * midInA - HM1 * midInAD) / (HM2 * midOut);
|
||||
|
||||
vec3 colorOut = pow(color, a) / (pow(color, a_d) * b + c);
|
||||
|
||||
linearToRGB(colorOut);
|
||||
|
||||
// Remove tonemapping from darker colors for better readability
|
||||
const float darkLiftStart = 0.1;
|
||||
const float darkLiftMix = 0.75;
|
||||
float darkLift = smoothstep(darkLiftStart, 0.0, initialLuminance);
|
||||
vec3 smoothColor = pow(color, vec3(1.0 / 2.2));
|
||||
colorOut = mix(colorOut, smoothColor, darkLift * darkLiftMix * max0(0.55 - abs(1.05 - TM_CONTRAST)) / 0.55);
|
||||
|
||||
// Path to White
|
||||
const float wpInputCurveStart = 0.0;
|
||||
const float wpInputCurveMax = 16.0; // Increase this value to reduce the effect of white path
|
||||
float modifiedLuminance = pow(initialLuminance / wpInputCurveMax, 2.0 - TM_WHITE_PATH) * wpInputCurveMax;
|
||||
float whitePath = smoothstep(wpInputCurveStart, wpInputCurveMax, modifiedLuminance);
|
||||
colorOut = mix(colorOut, vec3(1.0), whitePath);
|
||||
|
||||
// Desaturate dark colors
|
||||
const float dpInputCurveStart = 0.1;
|
||||
const float dpInputCurveMax = 0.0;
|
||||
float desaturatePath = smoothstep(dpInputCurveStart, dpInputCurveMax, initialLuminance);
|
||||
colorOut = mix(colorOut, vec3(GetLuminance(colorOut)), desaturatePath * TM_DARK_DESATURATION);
|
||||
|
||||
doColorAdjustments(colorOut);
|
||||
|
||||
color = clamp01(colorOut);
|
||||
return color;
|
||||
}
|
||||
|
||||
float rollOffBrightValues(vec3 color, float intensity) {
|
||||
float luminance = GetLuminance(color);
|
||||
float rolled = luminance / (1.0 + luminance * intensity);
|
||||
return rolled / max(luminance, 0.0001);
|
||||
}
|
||||
|
||||
float saturationTM = T_SATURATION;
|
||||
|
||||
vec3 LottesTonemap(vec3 color) {
|
||||
// Lottes 2016, "Advanced Techniques and Optimization of HDR Color Pipelines"
|
||||
// http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf
|
||||
const vec3 a = vec3(1.3);
|
||||
const vec3 d = vec3(0.95);
|
||||
const vec3 hdrMax = vec3(8.0);
|
||||
const vec3 midIn = vec3(0.25);
|
||||
const vec3 midOut = vec3(0.25);
|
||||
|
||||
const vec3 a_d = a * d;
|
||||
const vec3 hdrMaxA = pow(hdrMax, a);
|
||||
const vec3 hdrMaxAD = pow(hdrMax, a_d);
|
||||
const vec3 midInA = pow(midIn, a);
|
||||
const vec3 midInAD = pow(midIn, a_d);
|
||||
const vec3 HM1 = hdrMaxA * midOut;
|
||||
const vec3 HM2 = hdrMaxAD - midInAD;
|
||||
|
||||
const vec3 b = (-midInA + HM1) / (HM2 * midOut);
|
||||
const vec3 c = (hdrMaxAD * midInA - HM1 * midInAD) / (HM2 * midOut);
|
||||
|
||||
color = pow(color, a) / (pow(color, a_d) * b + c);
|
||||
|
||||
doColorAdjustments(color);
|
||||
|
||||
linearToRGB(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
// From https://github.com/godotengine/godot/blob/master/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
|
||||
// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
|
||||
// (MIT License).
|
||||
vec3 ACESTonemap(vec3 color) {
|
||||
float white = ACES_WHITE;
|
||||
const float exposure_bias = ACES_EXPOSURE;
|
||||
|
||||
color *= rollOffBrightValues(color, ACES_BRIGHTNESS_ROLLOFF);
|
||||
|
||||
const float A = 0.0245786f;
|
||||
const float B = 0.000090537f;
|
||||
const float C = 0.983729f;
|
||||
const float D = 0.432951f;
|
||||
const float E = 0.238081f;
|
||||
|
||||
const mat3 rgb_to_rrt = mat3(
|
||||
vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
|
||||
vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
|
||||
vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
|
||||
|
||||
const mat3 odt_to_rgb = mat3(
|
||||
vec3(1.60475f, -0.53108f, -0.07367f),
|
||||
vec3(-0.10208f, 1.10813f, -0.00605f),
|
||||
vec3(-0.00327f, -0.07276f, 1.07602f));
|
||||
color *= rgb_to_rrt;
|
||||
vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
|
||||
color_tonemapped *= odt_to_rgb;
|
||||
|
||||
white *= exposure_bias;
|
||||
float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
|
||||
|
||||
color = color_tonemapped / white_tonemapped;
|
||||
color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
doColorAdjustments(color);
|
||||
linearToRGB(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 ACESRedModified(vec3 color) {
|
||||
float white = ACES_WHITE;
|
||||
const float exposure_bias = ACES_EXPOSURE;
|
||||
|
||||
color *= rollOffBrightValues(color, ACES_BRIGHTNESS_ROLLOFF);
|
||||
|
||||
const float A = 0.0245786f;
|
||||
const float B = 0.000090537f;
|
||||
const float C = 0.983729f;
|
||||
const float D = 0.432951f;
|
||||
const float E = 0.238081f;
|
||||
|
||||
const mat3 rgb_to_rrt = mat3(
|
||||
vec3(0.50719f * exposure_bias, 0.40458f * exposure_bias, 0.03823f * exposure_bias),
|
||||
vec3(0.01300f * exposure_bias, 0.90834f * exposure_bias, 0.00966f * exposure_bias),
|
||||
vec3(0.00200f * exposure_bias, 0.15383f * exposure_bias, 0.83777f * exposure_bias));
|
||||
|
||||
const mat3 odt_to_rgb = mat3(
|
||||
vec3(1.60475f, -0.53108f, -0.07367f),
|
||||
vec3(-0.10208f, 1.10813f, -0.00605f),
|
||||
vec3(-0.00327f, -0.07276f, 1.07602f));
|
||||
color *= rgb_to_rrt;
|
||||
vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
|
||||
color_tonemapped *= odt_to_rgb;
|
||||
|
||||
white *= exposure_bias;
|
||||
float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
|
||||
|
||||
color = color_tonemapped / white_tonemapped;
|
||||
color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
doColorAdjustments(color);
|
||||
linearToRGB(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
// Filmic tonemapping operator made by Jim Hejl and Richard Burgess
|
||||
// Modified by Tech to not lose color information below 0.004
|
||||
vec3 BurgessTonemap(vec3 rgb) {
|
||||
rgb = rgb * min(vec3(1.0), 1.0 - 0.8 * exp(1.0/-0.004 * rgb));
|
||||
rgb = (rgb * (6.2 * rgb + 0.5)) / (rgb * (6.2 * rgb + 1.7) + 0.06);
|
||||
doColorAdjustments(rgb);
|
||||
return rgb;
|
||||
}
|
||||
|
||||
// Hable 2010, "Filmic Tonemapping Operators"
|
||||
vec3 Uncharted2(vec3 x) {
|
||||
x *= 16.0;
|
||||
const float A = 0.15;
|
||||
const float B = 0.50;
|
||||
const float C = 0.10;
|
||||
const float D = 0.20;
|
||||
const float E = 0.02;
|
||||
const float F = 0.30;
|
||||
|
||||
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
|
||||
}
|
||||
|
||||
// Filmic tonemapping operator made by John Hable for Uncharted 2
|
||||
vec3 uncharted2_tonemap_partial(vec3 color) {
|
||||
const float a = 0.15;
|
||||
const float b = 0.50;
|
||||
const float c = 0.10;
|
||||
const float d = 0.20;
|
||||
const float e = 0.02;
|
||||
const float f = 0.30;
|
||||
color = ((color * (a * color + (c * b)) + (d * e)) / (color * (a * color + b) + d * f)) - e / f;
|
||||
doColorAdjustments(color);
|
||||
linearToRGB(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 uncharted2_filmic(vec3 v) {
|
||||
float exposure_bias = 1.0f;
|
||||
vec3 curr = uncharted2_tonemap_partial(v * exposure_bias);
|
||||
|
||||
vec3 W = vec3(11.2f);
|
||||
vec3 white_scale = vec3(1.0f) / uncharted2_tonemap_partial(W);
|
||||
v = curr * white_scale;
|
||||
doColorAdjustments(v);
|
||||
linearToRGB(v);
|
||||
return v;
|
||||
}
|
||||
|
||||
vec3 reinhard2(vec3 x) {
|
||||
const float L_white = 4.0;
|
||||
linearToRGB(x);
|
||||
x = (x * (1.1 + x / (L_white * L_white))) / (1.0 + x);
|
||||
doColorAdjustments(x);
|
||||
return x;
|
||||
}
|
||||
|
||||
vec3 filmic(vec3 x) {
|
||||
linearToRGB(x);
|
||||
vec3 X = max(vec3(0.0), x - 0.004);
|
||||
vec3 result = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);
|
||||
x = pow(result, vec3(2.2));
|
||||
doColorAdjustments(x);
|
||||
return x;
|
||||
}
|
||||
|
||||
float GTTonemap(float x) { // source https://gist.github.com/shakesoda/1dcb3e159f586995ca076c8b21f05a67
|
||||
float m = 0.22; // linear section start
|
||||
float a = 1.0; // contrast
|
||||
float c = 1.33; // black brightness
|
||||
float P = 1.0; // maximum brightness
|
||||
float l = 0.4; // linear section length
|
||||
float l0 = ((P-m)*l) / a; // 0.312
|
||||
float S0 = m + l0; // 0.532
|
||||
float S1 = m + a * l0; // 0.532
|
||||
float C2 = (a*P) / (P - S1); // 2.13675213675
|
||||
float L = m + a * (x - m);
|
||||
float T = m * pow(x/m, c);
|
||||
float S = P - (P - S1) * exp(-C2*(x - S0)/P);
|
||||
float w0 = 1 - smoothstep(0.0, m, x);
|
||||
float w2 = (x < m+l)?0:1;
|
||||
float w1 = 1 - w0 - w2;
|
||||
return float(T * w0 + L * w1 + S * w2);
|
||||
}
|
||||
|
||||
// this costs about 0.2-0.3ms more than aces, as-is
|
||||
vec3 GTTonemap(vec3 x) {
|
||||
linearToRGB(x);
|
||||
x = vec3(GTTonemap(x.r), GTTonemap(x.g), GTTonemap(x.b));
|
||||
doColorAdjustments(x);
|
||||
return x;
|
||||
}
|
||||
|
||||
vec3 uchimura(vec3 x, float P, float a, float m, float l, float c, float b) { //Uchimura, H. (2017). HDR Theory and practice. https://www.slideshare.net/nikuque/hdr-theory-and-practicce-jp; https://github.com/dmnsgn/glsl-tone-map/blob/main/uchimura.glsl
|
||||
float l0 = ((P - m) * l) / a;
|
||||
float L0 = m - m / a;
|
||||
float L1 = m + (1.0 - m) / a;
|
||||
float S0 = m + l0;
|
||||
float S1 = m + a * l0;
|
||||
float C2 = (a * P) / (P - S1);
|
||||
float CP = -C2 / P;
|
||||
|
||||
vec3 w0 = vec3(1.0 - smoothstep(0.0, m, x));
|
||||
vec3 w2 = vec3(step(m + l0, x));
|
||||
vec3 w1 = vec3(1.0 - w0 - w2);
|
||||
|
||||
vec3 T = vec3(m * pow(x / m, vec3(c)) + b);
|
||||
vec3 S = vec3(P - (P - S1) * exp(CP * (x - S0)));
|
||||
vec3 L = vec3(m + a * (x - m));
|
||||
|
||||
return T * w0 + L * w1 + S * w2;
|
||||
}
|
||||
|
||||
vec3 uchimura(vec3 color) {
|
||||
const float P = 1.0; // max display brightness
|
||||
const float a = 1.0; // contrast
|
||||
const float m = 0.22; // linear section start
|
||||
const float l = 0.4; // linear section length
|
||||
const float c = 1.33; // black
|
||||
const float b = 0.0; // pedestal
|
||||
linearToRGB(color);
|
||||
color = uchimura(color, P, a, m, l, c, b);
|
||||
doColorAdjustments(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 agxDefaultContrastApprox(vec3 x) {
|
||||
vec3 x2 = x * x;
|
||||
vec3 x4 = x2 * x2;
|
||||
|
||||
return x*(+0.12410293f
|
||||
+x*(+0.2078625f
|
||||
+x*(-5.9293431f
|
||||
+x*(+30.376821f
|
||||
+x*(-38.901506f
|
||||
+x*(+15.122061f))))));
|
||||
}
|
||||
|
||||
vec3 agx(vec3 val) {
|
||||
const mat3 agx_mat = mat3(
|
||||
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
|
||||
0.0784335999999992, 0.878468636469772, 0.0784336,
|
||||
0.0792237451477643, 0.0791661274605434, 0.879142973793104);
|
||||
const float minEv = -12.47393f;
|
||||
const float maxEv = 4.026069f;
|
||||
|
||||
// Input transform
|
||||
val = agx_mat * val;
|
||||
|
||||
// Log2 space encoding
|
||||
val = clamp(log2(val), minEv, maxEv);
|
||||
val = (val - minEv) / (maxEv - minEv);
|
||||
|
||||
// Apply sigmoid function approximation
|
||||
val = agxDefaultContrastApprox(val);
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
vec3 inv_agx(vec3 val) {
|
||||
const mat3 inv_agx_mat = mat3(
|
||||
1.1968790051201738155, -0.052896851757456180321, -0.052971635514443794537,
|
||||
-0.098020881140136776078, 1.1519031299041727435, -0.098043450117124120312,
|
||||
-0.099029744079720471434, -0.098961176844843346553, 1.1510736726411610622);
|
||||
|
||||
// Input transform
|
||||
val = inv_agx_mat * val;
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
vec3 agxLook(vec3 val) {
|
||||
const vec3 lw = vec3(0.2126, 0.7152, 0.0722);
|
||||
float luma = dot(val, lw);
|
||||
|
||||
vec3 offset = vec3(0.0);
|
||||
|
||||
#if AGX_LOOK == 0
|
||||
// Default
|
||||
const vec3 slope = vec3(1.0);
|
||||
const vec3 power = vec3(1.0);
|
||||
const float sat = 1.0;
|
||||
#elif AGX_LOOK == 1
|
||||
// Golden
|
||||
const vec3 slope = vec3(1.0, 0.9, 0.5);
|
||||
const vec3 power = vec3(0.8);
|
||||
const float sat = 0.8;
|
||||
#elif AGX_LOOK == 2
|
||||
// Punchy
|
||||
const vec3 slope = vec3(1.0);
|
||||
const vec3 power = vec3(1.35, 1.35, 1.35);
|
||||
const float sat = 1.4;
|
||||
#else
|
||||
const vec3 slope = vec3(AGX_R, AGX_G, AGX_B) / 256;
|
||||
const vec3 power = vec3(AGX_POWER);
|
||||
const float sat = AGX_SATURATION;
|
||||
#endif
|
||||
|
||||
// ASC CDL
|
||||
val = pow(val * slope + offset, power);
|
||||
return luma + sat * (val - luma);
|
||||
}
|
||||
|
||||
vec3 agxTonemap(vec3 color) { // Minimal version of Troy Sobotka's AgX by bwrensch https://www.shadertoy.com/view/mdcSDH
|
||||
color = agx(color);
|
||||
color = agxLook(color);
|
||||
color = inv_agx(color);
|
||||
doColorAdjustments(color);
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 unreal(vec3 x) { // source: https://mini.gmshaders.com/p/tonemaps
|
||||
// Unreal 3, Documentation: "Color Grading"
|
||||
// Adapted to be close to Tonemap_ACES, with similar range
|
||||
// Gamma 2.2 correction is baked in, don't use with sRGB conversion!
|
||||
return x / (x + 0.155) * 1.019;
|
||||
}
|
||||
@@ -0,0 +1,877 @@
|
||||
/*---------------------------------------------------------------------
|
||||
___ __ __ ____ ___ ____ _____ _ _ _ _____
|
||||
|_ _| \/ | _ \ / _ \| _ \_ _|/ \ | \ | |_ _|
|
||||
| || |\/| | |_) | | | | |_) || | / _ \ | \| | | |
|
||||
| || | | | __/| |_| | _ < | |/ ___ \| |\ | | |
|
||||
|___|_| |_|_| \___/|_| \_\|_/_/ \_\_| \_| |_|
|
||||
|
||||
-> -> -> EDITING THIS FILE HAS A HIGH CHANCE TO BREAK THE SHADER PACK
|
||||
-> -> -> DO NOT CHANGE ANYTHING UNLESS YOU KNOW WHAT YOU ARE DOING
|
||||
-> -> -> DO NOT EXPECT SUPPORT AFTER MODIFYING SHADER FILES
|
||||
---------------------------------------------------------------------*/
|
||||
|
||||
// PLEASE NOTE:
|
||||
// Euphoria Patches moves a lot of the shader settings to the shaderSettings folder.
|
||||
|
||||
//User Settings//
|
||||
#define SHADER_STYLE 4 //[1 4]
|
||||
|
||||
#define RP_MODE 1 //[1 0 3 2]
|
||||
|
||||
#define SHADOW_QUALITY 2 //[-1 0 1 2 3 4 5]
|
||||
const float shadowDistance = 192.0; //[64.0 80.0 96.0 112.0 128.0 160.0 192.0 224.0 256.0 320.0 384.0 512.0 768.0 1024.0]
|
||||
#define FXAA_DEFINE 1 //[-1 1]
|
||||
#define DETAIL_QUALITY 2 //[0 2 3]
|
||||
#define CLOUD_QUALITY 2 //[0 1 2 3]
|
||||
#define LIGHTSHAFT_QUALI_DEFINE 2 //[0 1 2 3 4]
|
||||
#define WATER_REFLECT_QUALITY 2 //[-1 0 1 2]
|
||||
#define BLOCK_REFLECT_QUALITY 3 //[0 1 3]
|
||||
#define ANISOTROPIC_FILTER 0 //[0 4 8 16]
|
||||
#define ENTITY_SHADOW 1 //[-1 1 2]
|
||||
|
||||
#define COLORED_LIGHTING 0 //[128 192 256 384 512 768 1024]
|
||||
#define WORLD_SPACE_REFLECTIONS -1 //[-1 1]
|
||||
#if defined IRIS_FEATURE_CUSTOM_IMAGES && SHADOW_QUALITY > -1 && !defined MC_OS_MAC && !(defined DH_TERRAIN || defined DH_WATER)
|
||||
#define COLORED_LIGHTING_INTERNAL COLORED_LIGHTING
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
#define COLORED_LIGHT_SATURATION 100 //[50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125]
|
||||
|
||||
#define COLORED_LIGHT_FOG
|
||||
#define COLORED_LIGHT_FOG_I 0.65 //[0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50]
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS > 0
|
||||
#define WORLD_SPACE_REFLECTIONS_INTERNAL 1
|
||||
#define WORLD_SPACE_PLAYER_REF -1 //[-1 1]
|
||||
#else
|
||||
#define WORLD_SPACE_REFLECTIONS_INTERNAL -1
|
||||
#endif
|
||||
#define WORLD_SPACE_REF_MODE 2 //[1 2]
|
||||
//#define VISUALIZE_WORLD_SPACE_REF
|
||||
|
||||
#define PORTAL_EDGE_EFFECT
|
||||
#ifndef IRIS_HAS_CONNECTED_TEXTURES
|
||||
#define CONNECTED_GLASS_EFFECT
|
||||
#endif
|
||||
#define LAVA_EDGE_EFFECT 0 //[0 1 2]
|
||||
//#define CAVE_SMOKE
|
||||
#else
|
||||
#define WORLD_SPACE_REFLECTIONS_INTERNAL -1
|
||||
#endif
|
||||
#else
|
||||
#define COLORED_LIGHTING_INTERNAL 0
|
||||
#define WORLD_SPACE_REFLECTIONS_INTERNAL -1
|
||||
#endif
|
||||
|
||||
//#define COLORED_CANDLE_LIGHT
|
||||
|
||||
#define WATER_STYLE_DEFINE -1 //[-1 1 2 3]
|
||||
#define WATER_CAUSTIC_STYLE_DEFINE -1 //[-1 1 3]
|
||||
#define WATER_REFRACTION_INTENSITY 2.0 //[0.0 0.2 0.4 0.6 0.8 1.0 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0]
|
||||
#define WATER_FOG_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300 325 350 375 400 425 450 475 500 550 600 650 700 750 800 850 900]
|
||||
#define WATERCOLOR_MODE 3 //[3 2 0]
|
||||
#define WATERCOLOR_R 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
#define WATERCOLOR_G 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
#define WATERCOLOR_B 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
#define UNDERWATERCOLOR_R 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150]
|
||||
#define UNDERWATERCOLOR_G 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150]
|
||||
#define UNDERWATERCOLOR_B 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150]
|
||||
#define WATER_SPEED_MULT 1.10 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.20 2.40 2.60 2.80 3.00 3.25 3.50 3.75 4.00 4.50 5.00]
|
||||
|
||||
#define SHADOW_SMOOTHING 4 //[1 2 3 4]
|
||||
#define RAIN_PUDDLES 0 //[0 1 2 3 4]
|
||||
|
||||
#define AURORA_STYLE_DEFINE -1 //[-1 0 1 2]
|
||||
#define NIGHT_NEBULAE -1 //[-1 1]
|
||||
#define NIGHT_NEBULA_I 100 //[10 12 15 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
#define WEATHER_TEX_OPACITY 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300 325 350 375 400 425 450 475 500 550 600 650 700 750 800 850 900]
|
||||
#define SPECIAL_BIOME_WEATHER
|
||||
#define RAIN_STYLE 1 //[1 2]
|
||||
#define SUN_MOON_STYLE_DEFINE -1 //[-1 1 2 3]
|
||||
#define SUN_MOON_HORIZON
|
||||
#define SUN_MOON_DURING_RAIN
|
||||
#define RAINBOW_STYLE_DEFINE -1 //[-1 1 4]
|
||||
#define CLOUD_STYLE_DEFINE -1 //[-1 0 1 3 50]
|
||||
//#define CLOUD_SHADOWS
|
||||
#define CLOUD_ALT1 192 //[-96 -92 -88 -84 -80 -76 -72 -68 -64 -60 -56 -52 -48 -44 -40 -36 -32 -28 -24 -20 -16 -10 -8 -4 0 4 8 12 16 20 22 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 256 260 264 268 272 276 280 284 288 292 296 300 304 308 312 316 320 324 328 332 336 340 344 348 352 356 360 364 368 372 376 380 384 388 392 396 400 404 408 412 416 420 424 428 432 436 440 444 448 452 456 460 464 468 472 476 480 484 488 492 496 500 510 520 530 540 550 560 570 580 590 600 610 620 630 640 650 660 670 680 690 700 710 720 730 740 750 760 770 780 790 800]
|
||||
#define CLOUD_SPEED_MULT 100 //[0 5 7 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300 325 350 375 400 425 450 475 500 550 600 650 700 750 800 850 900]
|
||||
|
||||
#define CLOUD_UNBOUND_SIZE_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
|
||||
//#define DOUBLE_REIM_CLOUDS
|
||||
#define CLOUD_ALT2 288 //[-96 -92 -88 -84 -80 -76 -72 -68 -64 -60 -56 -52 -48 -44 -40 -36 -32 -28 -24 -20 -16 -10 -8 -4 0 4 8 12 16 20 22 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 256 260 264 268 272 276 280 284 288 292 296 300 304 308 312 316 320 324 328 332 336 340 344 348 352 356 360 364 368 372 376 380 384 388 392 396 400 404 408 412 416 420 424 428 432 436 440 444 448 452 456 460 464 468 472 476 480 484 488 492 496 500 510 520 530 540 550 560 570 580 590 600 610 620 630 640 650 660 670 680 690 700 710 720 730 740 750 760 770 780 790 800]
|
||||
|
||||
#define NETHER_VIEW_LIMIT 256.0 //[96.0 112.0 128.0 160.0 192.0 224.0 256.0 320.0 384.0 512.0 768.0 1024.0 99999.0]
|
||||
#define NETHER_COLOR_MODE 3 //[3 2 0]
|
||||
|
||||
#define BORDER_FOG
|
||||
#define ATM_FOG_MULT 0.95 //[0.50 0.65 0.80 0.95]
|
||||
#define ATM_FOG_DISTANCE 100 //[10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300]
|
||||
#define ATM_FOG_ALTITUDE 63 //[0 5 10 15 20 25 30 35 40 45 50 52 54 56 58 60 61 62 63 64 65 66 67 68 69 70 72 74 76 78 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200 210 220 230 240 250 260 270 280 290 300]
|
||||
#define CAVE_FOG
|
||||
#define LIGHTSHAFT_BEHAVIOUR 1 //[0 1 2 3]
|
||||
|
||||
#define LENSFLARE_MODE 0 //[0 1 2]
|
||||
#define LENSFLARE_I 1.00 //[0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00 2.20 2.40 2.60 2.80 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00]
|
||||
#define DISTANT_LIGHT_BOKEH
|
||||
#define TAA_MODE 1 //[0 1]
|
||||
#define TAA_SMOOTHING 3 //[2 3 4]
|
||||
#define TAA_JITTER 1 //[0 1 2 3]
|
||||
#define TAA_MOVEMENT_IMPROVEMENT_FILTER 1 //[0 1]
|
||||
#define FXAA_TAA_INTERACTION 10 //[0 2 4 6 8 10]
|
||||
#define FXAA_STRENGTH 75 //[-1 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100]
|
||||
|
||||
#define IPBR_EMISSIVE_MODE 1 //[1 3 2]
|
||||
//#define IPBR_COMPAT_MODE_DEFINE
|
||||
#ifdef IPBR_COMPAT_MODE_DEFINE
|
||||
#define IPBR_COMPAT_MODE
|
||||
#endif
|
||||
|
||||
#define NORMAL_MAP_STRENGTH 100 //[0 10 15 20 30 40 60 80 100 120 140 160 180 200]
|
||||
#define CUSTOM_EMISSION_INTENSITY 100 //[0 5 7 10 15 20 25 30 35 40 45 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 225 250]
|
||||
#define POM_DEPTH 0.80 //[0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
#define POM_QUALITY 128 //[16 32 64 128 256 512]
|
||||
#define POM_DISTANCE 32 //[16 24 32 48 64 128 256 512 1024]
|
||||
#define POM_LIGHTING_MODE 2 //[1 2]
|
||||
//#define POM_ALLOW_CUTOUT
|
||||
#define DIRECTIONAL_BLOCKLIGHT 0 //[0 3 7 11]
|
||||
|
||||
#define CAVE_LIGHTING 100 //[0 5 7 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 220 240 260 280 300 325 350 375 400 425 450 475 500 550 600 650 700 750 800 850 900 950 1000 1100 1200 1300 1400 1500 1600]
|
||||
|
||||
#define WAVING_RAIN
|
||||
|
||||
#define SPECIAL_PORTAL_EFFECTS
|
||||
#define REFLECTION_RES 0.5 //[1.0 0.5]
|
||||
|
||||
#define SUN_ANGLE -1 //[-1 0 -20 -30 -40 -50 -60 60 50 40 30 20]
|
||||
|
||||
#define SELECT_OUTLINE 1 //[0 1 3 4 2]
|
||||
//#define SELECT_OUTLINE_AUTO_HIDE
|
||||
#define SELECT_OUTLINE_I 1.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.20 2.40 2.60 2.80 3.00 3.25 3.50 3.75 4.00 4.50 5.00]
|
||||
#define SELECT_OUTLINE_R 1.35 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
#define SELECT_OUTLINE_G 0.35 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
#define SELECT_OUTLINE_B 1.75 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
|
||||
//#define WORLD_OUTLINE
|
||||
#define WORLD_OUTLINE_THICKNESS 1 //[1 2 3 4]
|
||||
#define WORLD_OUTLINE_I 1.50 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00 2.20 2.40 2.60 2.80 3.00 3.25 3.50 3.75 4.00]
|
||||
#define WORLD_OUTLINE_ON_ENTITIES
|
||||
//#define DARK_OUTLINE
|
||||
#define DARK_OUTLINE_THICKNESS 1 //[1 2]
|
||||
|
||||
#define HAND_SWAYING 0 //[0 1 2 3]
|
||||
#define SHOW_LIGHT_LEVEL 0 //[0 1 2 3]
|
||||
//#define REDUCE_CLOSE_PARTICLES
|
||||
//#define SNOWY_WORLD
|
||||
//#define COLOR_CODED_PROGRAMS
|
||||
|
||||
//#define MOON_PHASE_INF_ATMOSPHERE
|
||||
#define MOON_PHASE_INF_REFLECTION
|
||||
#define MOON_PHASE_FULL 1.00 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define MOON_PHASE_PARTIAL 0.85 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define MOON_PHASE_DARK 0.60 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
|
||||
//#define PIXELATED_SHADOWS
|
||||
//#define PIXELATED_BLOCKLIGHT
|
||||
//#define PIXELATED_AO
|
||||
#define PIXEL_SCALE 1 //[-2 -1 1 2 3 4 5]
|
||||
|
||||
//#define LIGHT_COLOR_MULTS
|
||||
//#define ATM_COLOR_MULTS
|
||||
|
||||
#define XLIGHT_R 1.00 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define XLIGHT_G 1.00 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define XLIGHT_B 1.00 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define XLIGHT_I 1.00 //[0.01 0.03 0.05 0.07 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
|
||||
#define XLIGHT_CURVE 1.00 //[0.20 0.25 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.80 2.00 2.20 2.40 2.60 2.80 3.00]
|
||||
|
||||
|
||||
//════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════
|
||||
// ███████╗██╗ ██╗██████╗ ██╗ ██╗ ██████╗ ██████╗ ██╗ █████╗ ██████╗ █████╗ ████████╗ ██████╗██╗ ██╗███████╗███████╗
|
||||
// ██╔════╝██║ ██║██╔══██╗██║ ██║██╔═══██╗██╔══██╗██║██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██╔════╝██║ ██║██╔════╝██╔════╝
|
||||
// █████╗ ██║ ██║██████╔╝███████║██║ ██║██████╔╝██║███████║ ██████╔╝███████║ ██║ ██║ ███████║█████╗ ███████╗
|
||||
// ██╔══╝ ██║ ██║██╔═══╝ ██╔══██║██║ ██║██╔══██╗██║██╔══██║ ██╔═══╝ ██╔══██║ ██║ ██║ ██╔══██║██╔══╝ ╚════██║
|
||||
// ███████╗╚██████╔╝██║ ██║ ██║╚██████╔╝██║ ██║██║██║ ██║ ██║ ██║ ██║ ██║ ╚██████╗██║ ██║███████╗███████║
|
||||
// ╚══════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝╚═╝ ╚═╝╚══════╝╚══════╝
|
||||
// by SpacEagle17
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////
|
||||
// ╔═════════════════════════════════════════╗//
|
||||
// ║ ║//
|
||||
// ║ █████████████████████████████████ ║//
|
||||
// ║ ██ ▄▄▄▄▄ █▀▄▄▄ █ ▀█▀▀▄ █ ▄▄▄▄▄ ██ ║//
|
||||
// ║ ██ █ █ █▀▄ ▄█▀▀▀▀▀▀█▄█ █ █ ██ ║//
|
||||
// ║ ██ █▄▄▄█ █▀▀█▄▄▀▄▀▄ ▄▄▄█ █▄▄▄█ ██ ║//
|
||||
// ║ ██▄▄▄▄▄▄▄█▄▀▄▀ █ ▀▄█ █▄█▄▄▄▄▄▄▄██ ║//
|
||||
// ║ ██▄ ▄▄▄█▄▄▄ ▄▄ █▀▄▀ ▀ ▀ ▀▄█▄▀██ ║//
|
||||
// ║ ██ █ ▀ ▄█▄ █▀███▄▄▄▄▀▄█ █▄▀█▀███ ║//
|
||||
// ║ ██▀▄▄ ██▄█ █▀▀▄▄▄▄ ▀▀▀█▀▀▀▄▄█▀██ ║//
|
||||
// ║ ██▄▀▄█ ▀▄▄▀▀▄█▀█▀ ▀▄██▀ ▀█ ▄▄▀███ ║//
|
||||
// ║ ██ █▄▄█ ▄ █▀ ▀▀▄▄▀▀ ▀▀ ▀▀ ▀▄ █▀██ ║//
|
||||
// ║ ██ ██ █▄▄█▄▀██▄▀▄ ███▄▄▄ █▄▀███ ║//
|
||||
// ║ ██▄█▄▄██▄▄▀▄ ▀▄▄▄▄▄ █ ▄▄▄ ▀ ██ ║//
|
||||
// ║ ██ ▄▄▄▄▄ █▄▄▀█▄█ ▄ ▄█ █▄█ ▄▄████ ║//
|
||||
// ║ ██ █ █ █ ▀▀ ▄▄▄▄ ▀██▄▄▄ ▄▀ █▀██ ║//
|
||||
// ║ ██ █▄▄▄█ █ ▀ ▀██▀ ▄█ ▀▀ ▄ ▄ ███ ║//
|
||||
// ║ ██▄▄▄▄▄▄▄█▄█▄█▄▄▄█▄▄▄▄███▄▄█▄████ ║//
|
||||
// ║ █████████████████████████████████ ║//
|
||||
// ║ Potato is always watching ║//
|
||||
// ╚═════════════════════════════════════════╝//
|
||||
////////////////////////////////////////////////
|
||||
//#define DAYLIGHT_CYCLE_COMPAT
|
||||
//#define FROZEN_TIME
|
||||
|
||||
//#define AURORA_INFLUENCE
|
||||
|
||||
//#define HIGH_QUALITY_CLOUDS
|
||||
|
||||
#define E_SKY_COLORR_NEW 0.095 // [0.000 0.010 0.015 0.020 0.025 0.030 0.035 0.040 0.045 0.050 0.055 0.060 0.065 0.070 0.075 0.080 0.085 0.090 0.095 0.100 0.105 0.110 0.115 0.120 0.125 0.130 0.135 0.140 0.145 0.150 0.155 0.160 0.165 0.170 0.175 0.180 0.185 0.190 0.195 0.200 0.250 0.300 0.350 0.400 0.450 0.500 0.550 0.600 0.650 0.700 0.750 0.800 0.850 0.900 0.950 1.000]
|
||||
#define E_SKY_COLORG_NEW 0.070 // [0.000 0.010 0.015 0.020 0.025 0.030 0.035 0.040 0.045 0.050 0.055 0.060 0.065 0.070 0.075 0.080 0.085 0.090 0.095 0.100 0.105 0.110 0.115 0.120 0.125 0.130 0.135 0.140 0.145 0.150 0.155 0.160 0.165 0.170 0.175 0.180 0.185 0.190 0.195 0.200 0.250 0.300 0.350 0.400 0.450 0.500 0.550 0.600 0.650 0.700 0.750 0.800 0.850 0.900 0.950 1.000]
|
||||
#define E_SKY_COLORB_NEW 0.150 // [0.000 0.010 0.015 0.020 0.025 0.030 0.035 0.040 0.045 0.050 0.055 0.060 0.065 0.070 0.075 0.080 0.085 0.090 0.095 0.100 0.105 0.110 0.115 0.120 0.125 0.130 0.135 0.140 0.145 0.150 0.155 0.160 0.165 0.170 0.175 0.180 0.185 0.190 0.195 0.200 0.250 0.300 0.350 0.400 0.450 0.500 0.550 0.600 0.650 0.700 0.750 0.800 0.850 0.900 0.950 1.000]
|
||||
#define E_SKY_COLORI 1.65 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
|
||||
#define END_SKY_FOG_INFLUENCE 1.00 // [0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
|
||||
#define DRAGON_DEATH_EFFECT 0 //[0 1 2]
|
||||
#define END_CRYSTAL_VORTEX 0 //[0 1 2 3]
|
||||
//#define END_PORTAL_BEAM
|
||||
|
||||
//#define BIOME_COLORED_NETHER_PORTALS
|
||||
|
||||
//#define MIRROR_DIMENSION
|
||||
//#define WORLD_CURVATURE
|
||||
|
||||
//#define RAIN_ATMOSPHERE
|
||||
|
||||
#define NETHER_BRIGHTNESS 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
|
||||
|
||||
//#define REDSTONE_IPBR
|
||||
#define REDSTONE_IPBR_R 1.000 //[0.000 0.010 0.020 0.030 0.040 0.050 0.060 0.070 0.080 0.090 0.100 0.110 0.120 0.130 0.140 0.150 0.160 0.170 0.180 0.190 0.200 0.210 0.220 0.230 0.240 0.250 0.260 0.270 0.280 0.290 0.300 0.310 0.320 0.330 0.340 0.350 0.360 0.370 0.380 0.390 0.400 0.410 0.420 0.430 0.440 0.450 0.460 0.470 0.480 0.490 0.500 0.510 0.520 0.530 0.540 0.550 0.560 0.570 0.580 0.590 0.600 0.610 0.620 0.630 0.640 0.650 0.660 0.670 0.680 0.690 0.700 0.710 0.720 0.730 0.740 0.750 0.760 0.770 0.780 0.790 0.800 0.810 0.820 0.830 0.840 0.850 0.860 0.870 0.880 0.890 0.900 0.910 0.920 0.930 0.940 0.950 0.960 0.970 0.980 0.990 1.000]
|
||||
#define REDSTONE_IPBR_G 1.000 //[0.000 0.010 0.020 0.030 0.040 0.050 0.060 0.070 0.080 0.090 0.100 0.110 0.120 0.130 0.140 0.150 0.160 0.170 0.180 0.190 0.200 0.210 0.220 0.230 0.240 0.250 0.260 0.270 0.280 0.290 0.300 0.310 0.320 0.330 0.340 0.350 0.360 0.370 0.380 0.390 0.400 0.410 0.420 0.430 0.440 0.450 0.460 0.470 0.480 0.490 0.500 0.510 0.520 0.530 0.540 0.550 0.560 0.570 0.580 0.590 0.600 0.610 0.620 0.630 0.640 0.650 0.660 0.670 0.680 0.690 0.700 0.710 0.720 0.730 0.740 0.750 0.760 0.770 0.780 0.790 0.800 0.810 0.820 0.830 0.840 0.850 0.860 0.870 0.880 0.890 0.900 0.910 0.920 0.930 0.940 0.950 0.960 0.970 0.980 0.990 1.000]
|
||||
#define REDSTONE_IPBR_B 1.000 //[0.000 0.010 0.020 0.030 0.040 0.050 0.060 0.070 0.080 0.090 0.100 0.110 0.120 0.130 0.140 0.150 0.160 0.170 0.180 0.190 0.200 0.210 0.220 0.230 0.240 0.250 0.260 0.270 0.280 0.290 0.300 0.310 0.320 0.330 0.340 0.350 0.360 0.370 0.380 0.390 0.400 0.410 0.420 0.430 0.440 0.450 0.460 0.470 0.480 0.490 0.500 0.510 0.520 0.530 0.540 0.550 0.560 0.570 0.580 0.590 0.600 0.610 0.620 0.630 0.640 0.650 0.660 0.670 0.680 0.690 0.700 0.710 0.720 0.730 0.740 0.750 0.760 0.770 0.780 0.790 0.800 0.810 0.820 0.830 0.840 0.850 0.860 0.870 0.880 0.890 0.900 0.910 0.920 0.930 0.940 0.950 0.960 0.970 0.980 0.990 1.000]
|
||||
#define REDSTONE_IPBR_I 1.0 //[0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
|
||||
//#define REFLECTIVE_WORLD
|
||||
//#define WAVE_EVERYTHING
|
||||
#define MONOTONE_WORLD 0 //[0 1 2 3]
|
||||
//#define ATLAS_ROTATION
|
||||
|
||||
#define SEASONS 0 //[0 1 2 3 4 5] 0 = off, 1 = cycling, 2 = summer, 3 = autumn, 4 = winter, 5 = spring
|
||||
#define SEASON_LENGTH 28 //[1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120] in MC days: 1, 3, 7, 8, 14, 24, 28, 30, 60 , 91, 120. Default 28 - 672000
|
||||
#define SEASON_TRANSITION_START 4 //[0 1 2 3 4 9] 0 is immediately, 1 is 50%, 2 is 66%, 3 is 75%, 4 is 80%, 9 is 90% of the season
|
||||
#define SEASON_COLOR_DESATURATION 0.3 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
#define SEASON_START 3 //[0 1 2 3]
|
||||
#define LEAVES_ON_GROUND
|
||||
|
||||
#if defined LEAVES_ON_GROUND && COLORED_LIGHTING_INTERNAL > 0 && SEASONS > 0
|
||||
#define ACT_GROUND_LEAVES_FIX
|
||||
#endif
|
||||
|
||||
#define SNOW_CONDITION 2 // [0 1 2] 0 = only in snowy biomes when raining, 1 = only in snowy biomes, 2 = everywhere
|
||||
//#define AUTUMN_CONDITION
|
||||
|
||||
//#define MOSS_NOISE
|
||||
//#define SAND_NOISE
|
||||
|
||||
//#define ENTITIES_ARE_LIGHT
|
||||
|
||||
//#define MULTICOLORED_BLOCKLIGHT // Kept for legacy reasons
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
#define SSBL_OVERRIDE
|
||||
#endif
|
||||
#define MCBL_MAIN_DEFINE 0 //[0 1 2 3]
|
||||
#if COLORED_LIGHTING_INTERNAL == 0 || MCBL_MAIN_DEFINE > 1 || defined ENTITIES_ARE_LIGHT
|
||||
#if (MCBL_MAIN_DEFINE >= 1 || defined SSBL_OVERRIDE || defined ENTITIES_ARE_LIGHT) && (MC_VERSION >= 11604 || defined IS_IRIS || defined IS_ANGELICA)
|
||||
#define SS_BLOCKLIGHT
|
||||
#else
|
||||
#undef SS_BLOCKLIGHT
|
||||
#endif
|
||||
#else
|
||||
#undef SS_BLOCKLIGHT
|
||||
#endif
|
||||
|
||||
//#define RANDOM_BLOCKLIGHT
|
||||
#if MCBL_MAIN_DEFINE > 0
|
||||
#undef RANDOM_BLOCKLIGHT
|
||||
#endif
|
||||
#define MCBL_INFLUENCE 1.00 //[0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
|
||||
//#define SOUL_SAND_VALLEY_OVERHAUL
|
||||
//#define PURPLE_END_FIRE
|
||||
|
||||
//#define NO_RAIN_ABOVE_CLOUDS
|
||||
//#define CLEAR_SKY_WHEN_RAINING
|
||||
|
||||
#define RETRO_LOOK 0 //[0 1 2]
|
||||
#define RETRO_LOOK_R 0.00 // [0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define RETRO_LOOK_G 1.00 // [0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define RETRO_LOOK_B 0.00 // [0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define RETRO_LOOK_I 1.00 //[0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00]
|
||||
|
||||
//#define RENKO_CUT
|
||||
|
||||
#define PIXEL_WATER 0 //[0 1] // Based on Helgust's code
|
||||
|
||||
//#define CELESTIAL_BOTH_HEMISPHERES
|
||||
|
||||
//#define DOUBLE_UNBOUND_CLOUDS // Thanks to FoZy STYLE
|
||||
#define CLOUD_UNBOUND_LAYER2_ALTITUDE 384 //[-96 -92 -88 -84 -80 -76 -72 -68 -64 -60 -56 -52 -48 -44 -40 -36 -32 -28 -24 -20 -16 -10 -8 -4 0 4 8 12 16 20 22 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 256 260 264 268 272 276 280 284 288 292 296 300 304 308 312 316 320 324 328 332 336 340 344 348 352 356 360 364 368 372 376 380 384 388 392 396 400 404 408 412 416 420 424 428 432 436 440 444 448 452 456 460 464 468 472 476 480 484 488 492 496 500 510 520 530 540 550 560 570 580 590 600 610 620 630 640 650 660 670 680 690 700 710 720 730 740 750 760 770 780 790 800]
|
||||
|
||||
//#define PIXELATED_WATER_REFLECTIONS // Using Nestorboy's pixelation functions
|
||||
|
||||
#define RENDER_EDGE_FADE_TRANSITION_PERCENT 0.15 // improved DH fading by JoKerTech
|
||||
|
||||
#define END_SUN_ANGLE 0 //[0 -20 -30 -40 -50 -60 60 50 40 30 20]
|
||||
|
||||
#define BORDER_FOG_NETHER
|
||||
#define BORDER_FOG_END
|
||||
#define BORDER_FOG_OVERWORLD
|
||||
|
||||
#define END_CENTER_LIGHTING 0 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20]
|
||||
#define END_CENTER_LIGHTING_R 0.10 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define END_CENTER_LIGHTING_G 0.75 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define END_CENTER_LIGHTING_B 0.80 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]
|
||||
#define END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT
|
||||
#ifdef END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT
|
||||
#endif
|
||||
#ifdef END_CENTER_LIGHTING
|
||||
#endif
|
||||
|
||||
#define BLOOD_MOON 0 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50]
|
||||
|
||||
|
||||
//Internal Settings//
|
||||
#define SIDE_SHADOWING
|
||||
#define SHADOW_FILTERING
|
||||
|
||||
#define GLASS_OPACITY 0.25
|
||||
|
||||
#define DIRECTIONAL_SHADING
|
||||
|
||||
#define ATMOSPHERIC_FOG
|
||||
|
||||
#define GLOWING_ENTITY_FIX
|
||||
#define FLICKERING_FIX
|
||||
//#define SAFER_GENERATED_NORMALS
|
||||
|
||||
#define SHADOW_FRUSTUM_FIT
|
||||
|
||||
#include "/lib/misc/myFile.glsl"
|
||||
|
||||
//Extensions//
|
||||
|
||||
//RP Mode, Visual Style and Performance Setting Handling//
|
||||
#if RP_MODE == 1
|
||||
#define IPBR
|
||||
#define IPBR_PARTICLE_FEATURES
|
||||
//#define GENERATED_NORMALS
|
||||
//#define COATED_TEXTURES
|
||||
//#define FANCY_GLASS
|
||||
//#define GREEN_SCREEN_LIME
|
||||
//#define MIRROR_TINTED_GLASS
|
||||
#endif
|
||||
#if RP_MODE >= 2
|
||||
#define CUSTOM_PBR
|
||||
#define POM
|
||||
#endif
|
||||
|
||||
#if SHADER_STYLE == 1
|
||||
#define WATER_STYLE_DEFAULT 1
|
||||
//#define WATER_CAUSTIC_STYLE_DEFAULT 1
|
||||
#define AURORA_STYLE_DEFAULT 1
|
||||
#define SUN_MOON_STYLE_DEFAULT 1
|
||||
#define CLOUD_STYLE_DEFAULT 1
|
||||
#define RAINBOW_STYLE_DEFAULT 1
|
||||
#elif SHADER_STYLE == 4
|
||||
#define WATER_STYLE_DEFAULT 3
|
||||
//#define WATER_CAUSTIC_STYLE_DEFAULT 3
|
||||
#define AURORA_STYLE_DEFAULT 2
|
||||
#define SUN_MOON_STYLE_DEFAULT 2
|
||||
#define CLOUD_STYLE_DEFAULT 3
|
||||
#define RAINBOW_STYLE_DEFAULT 4
|
||||
#endif
|
||||
#if WATER_STYLE_DEFINE == -1
|
||||
#define WATER_STYLE WATER_STYLE_DEFAULT
|
||||
#else
|
||||
#define WATER_STYLE WATER_STYLE_DEFINE
|
||||
#endif
|
||||
#if WATER_CAUSTIC_STYLE_DEFINE == -1
|
||||
#define WATER_CAUSTIC_STYLE WATER_STYLE
|
||||
#else
|
||||
#define WATER_CAUSTIC_STYLE WATER_CAUSTIC_STYLE_DEFINE
|
||||
#endif
|
||||
#if AURORA_STYLE_DEFINE == -1
|
||||
#define AURORA_STYLE AURORA_STYLE_DEFAULT
|
||||
#else
|
||||
#define AURORA_STYLE AURORA_STYLE_DEFINE
|
||||
#endif
|
||||
#if SUN_MOON_STYLE_DEFINE == -1
|
||||
#define SUN_MOON_STYLE SUN_MOON_STYLE_DEFAULT
|
||||
#else
|
||||
#define SUN_MOON_STYLE SUN_MOON_STYLE_DEFINE
|
||||
#endif
|
||||
#if CLOUD_STYLE_DEFINE == -1
|
||||
#define CLOUD_STYLE CLOUD_STYLE_DEFAULT
|
||||
#else
|
||||
#define CLOUD_STYLE CLOUD_STYLE_DEFINE
|
||||
#endif
|
||||
#if RAINBOW_STYLE_DEFINE == -1
|
||||
#define RAINBOW_STYLE RAINBOW_STYLE_DEFAULT
|
||||
#else
|
||||
#define RAINBOW_STYLE RAINBOW_STYLE_DEFINE
|
||||
#endif
|
||||
// Thanks to SpacEagle17 and isuewo for the sun angle handling
|
||||
#ifdef END
|
||||
#if END_SUN_ANGLE == 0
|
||||
const float sunPathRotation = 0.0;
|
||||
#elif END_SUN_ANGLE == 20
|
||||
const float sunPathRotation = 20.0;
|
||||
#elif END_SUN_ANGLE == 30
|
||||
const float sunPathRotation = 30.0;
|
||||
#elif END_SUN_ANGLE == 40
|
||||
const float sunPathRotation = 40.0;
|
||||
#elif END_SUN_ANGLE == 50
|
||||
const float sunPathRotation = 50.0;
|
||||
#elif END_SUN_ANGLE == 60
|
||||
const float sunPathRotation = 60.0;
|
||||
#elif END_SUN_ANGLE == -20
|
||||
const float sunPathRotation = -20.0;
|
||||
#elif END_SUN_ANGLE == -30
|
||||
const float sunPathRotation = -30.0;
|
||||
#elif END_SUN_ANGLE == -40
|
||||
const float sunPathRotation = -40.0;
|
||||
#elif END_SUN_ANGLE == -50
|
||||
const float sunPathRotation = -50.0;
|
||||
#elif END_SUN_ANGLE == -60
|
||||
const float sunPathRotation = -60.0;
|
||||
#endif
|
||||
#else
|
||||
#if SUN_ANGLE == -1
|
||||
#if SHADER_STYLE == 1
|
||||
const float sunPathRotation = 0.0;
|
||||
#define PERPENDICULAR_TWEAKS
|
||||
#elif SHADER_STYLE == 4
|
||||
const float sunPathRotation = -40.0;
|
||||
#endif
|
||||
#elif SUN_ANGLE == 0
|
||||
const float sunPathRotation = 0.0;
|
||||
#define PERPENDICULAR_TWEAKS
|
||||
#elif SUN_ANGLE == 20
|
||||
const float sunPathRotation = 20.0;
|
||||
#elif SUN_ANGLE == 30
|
||||
const float sunPathRotation = 30.0;
|
||||
#elif SUN_ANGLE == 40
|
||||
const float sunPathRotation = 40.0;
|
||||
#elif SUN_ANGLE == 50
|
||||
const float sunPathRotation = 50.0;
|
||||
#elif SUN_ANGLE == 60
|
||||
const float sunPathRotation = 60.0;
|
||||
#elif SUN_ANGLE == -20
|
||||
const float sunPathRotation = -20.0;
|
||||
#elif SUN_ANGLE == -30
|
||||
const float sunPathRotation = -30.0;
|
||||
#elif SUN_ANGLE == -40
|
||||
const float sunPathRotation = -40.0;
|
||||
#elif SUN_ANGLE == -50
|
||||
const float sunPathRotation = -50.0;
|
||||
#elif SUN_ANGLE == -60
|
||||
const float sunPathRotation = -60.0;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if SHADOW_QUALITY >= 1
|
||||
#if SHADOW_QUALITY > 4 || SHADOW_SMOOTHING < 3
|
||||
const int shadowMapResolution = 4096;
|
||||
#else
|
||||
const int shadowMapResolution = 2048;
|
||||
#endif
|
||||
#else
|
||||
const int shadowMapResolution = 1024;
|
||||
#endif
|
||||
|
||||
const int noiseTextureResolution = 128;
|
||||
|
||||
#if LIGHTSHAFT_BEHAVIOUR > 0
|
||||
#define LIGHTSHAFT_QUALI LIGHTSHAFT_QUALI_DEFINE
|
||||
#else
|
||||
#define LIGHTSHAFT_QUALI 0
|
||||
#endif
|
||||
|
||||
#if BLOCK_REFLECT_QUALITY >= 1
|
||||
#define LIGHT_HIGHLIGHT
|
||||
#endif
|
||||
#if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE >= 1
|
||||
#define PBR_REFLECTIONS
|
||||
#endif
|
||||
|
||||
#if DETAIL_QUALITY == 0 // Potato
|
||||
#undef PERPENDICULAR_TWEAKS
|
||||
#define LOW_QUALITY_NETHER_STORM
|
||||
#define LOW_QUALITY_ENDER_NEBULA
|
||||
#define LOW_QUALITY_MOTION_BLUR
|
||||
#define WATER_MAT_QUALITY 1
|
||||
#endif
|
||||
#if DETAIL_QUALITY >= 1 // not an option for now
|
||||
#if TAA_MODE >= 1
|
||||
#define TAA
|
||||
#endif
|
||||
#define WATER_MAT_QUALITY 1
|
||||
#endif
|
||||
#if DETAIL_QUALITY >= 2 // Medium
|
||||
#undef WATER_MAT_QUALITY
|
||||
#define WATER_MAT_QUALITY 2
|
||||
#endif
|
||||
#if DETAIL_QUALITY >= 3 // High
|
||||
#undef WATER_MAT_QUALITY
|
||||
#define WATER_MAT_QUALITY 3 // we use DETAIL_QUALITY >= 3 when writing in gbuffers_water because optifine bad
|
||||
#define HQ_NIGHT_NEBULA
|
||||
#define SKY_EFFECT_REFLECTION
|
||||
#define CONNECTED_GLASS_CORNER_FIX
|
||||
#define ACT_CORNER_LEAK_FIX
|
||||
#define DO_NETHER_VINE_WAVING_OUTSIDE_NETHER
|
||||
#define DO_MORE_FOLIAGE_WAVING
|
||||
#if defined IRIS_FEATURE_CUSTOM_IMAGES && SHADOW_QUALITY > -1 && RAIN_PUDDLES > 0 && COLORED_LIGHTING_INTERNAL > 0
|
||||
#define PUDDLE_VOXELIZATION
|
||||
#endif
|
||||
#if CLOUD_QUALITY >= 3 && CLOUD_STYLE > 0 && CLOUD_STYLE != 50
|
||||
#define ENTITY_TAA_NOISY_CLOUD_FIX
|
||||
#endif
|
||||
#endif
|
||||
#if DETAIL_QUALITY >= 4 // Not an option yet
|
||||
#define REFLECTION_BLUR_DEPTH_CHECK
|
||||
#endif
|
||||
|
||||
//Define Handling//
|
||||
#if CLOUD_QUALITY == 0
|
||||
#define CLOUD_QUALITY_INTERNAL 0
|
||||
#elif defined HIGH_QUALITY_CLOUDS
|
||||
#define CLOUD_QUALITY_INTERNAL 4
|
||||
#elif CLOUD_QUALITY == 1
|
||||
#define CLOUD_QUALITY_INTERNAL 1
|
||||
#elif CLOUD_QUALITY == 2
|
||||
#define CLOUD_QUALITY_INTERNAL 2
|
||||
#elif CLOUD_QUALITY == 3
|
||||
#define CLOUD_QUALITY_INTERNAL 3
|
||||
#endif
|
||||
#ifdef OVERWORLD
|
||||
#if CLOUD_STYLE > 0 && CLOUD_STYLE != 50 && CLOUD_QUALITY_INTERNAL > 0
|
||||
#define VL_CLOUDS_ACTIVE
|
||||
#if CLOUD_STYLE == 1
|
||||
#define CLOUDS_REIMAGINED
|
||||
#endif
|
||||
#if CLOUD_STYLE == 3
|
||||
#define CLOUDS_UNBOUND
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#undef LIGHT_HIGHLIGHT
|
||||
#undef CAVE_FOG
|
||||
#undef CLOUD_SHADOWS
|
||||
#undef SNOWY_WORLD
|
||||
#undef AURORA_INFLUENCE
|
||||
#endif
|
||||
#ifdef NETHER
|
||||
#undef ATMOSPHERIC_FOG
|
||||
#endif
|
||||
|
||||
#if defined PIXELATED_SHADOWS || defined PIXELATED_BLOCKLIGHT || defined PIXELATED_AO || defined PIXELATED_WATER_REFLECTIONS
|
||||
#if !defined GBUFFERS_BASIC && !defined DH_TERRAIN && !defined DH_WATER
|
||||
#define DO_PIXELATION_EFFECTS
|
||||
#include "/lib/misc/pixelation.glsl"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef GBUFFERS_TERRAIN
|
||||
#undef PIXELATED_BLOCKLIGHT
|
||||
#endif
|
||||
|
||||
#if defined GBUFFERS_HAND || defined GBUFFERS_ENTITIES
|
||||
#undef SNOWY_WORLD
|
||||
#undef DISTANT_LIGHT_BOKEH
|
||||
#endif
|
||||
#if defined GBUFFERS_TEXTURED || defined GBUFFERS_BASIC
|
||||
#undef LIGHT_HIGHLIGHT
|
||||
#undef DIRECTIONAL_SHADING
|
||||
#undef SIDE_SHADOWING
|
||||
#endif
|
||||
#ifdef GBUFFERS_WATER
|
||||
#undef LIGHT_HIGHLIGHT
|
||||
#endif
|
||||
|
||||
#ifndef GLOWING_ENTITY_FIX
|
||||
#undef GBUFFERS_ENTITIES_GLOWING
|
||||
#endif
|
||||
|
||||
#if LIGHTSHAFT_QUALI > 0 && defined OVERWORLD && SHADOW_QUALITY > -1 || defined END
|
||||
#define LIGHTSHAFTS_ACTIVE
|
||||
#endif
|
||||
|
||||
#if WATERCOLOR_R != 100 || WATERCOLOR_G != 100 || WATERCOLOR_B != 100
|
||||
#define WATERCOLOR_RM WATERCOLOR_R * 0.01
|
||||
#define WATERCOLOR_GM WATERCOLOR_G * 0.01
|
||||
#define WATERCOLOR_BM WATERCOLOR_B * 0.01
|
||||
#define WATERCOLOR_CHANGED
|
||||
#endif
|
||||
|
||||
#if UNDERWATERCOLOR_R != 100 || UNDERWATERCOLOR_G != 100 || UNDERWATERCOLOR_B != 100
|
||||
#define UNDERWATERCOLOR_RM UNDERWATERCOLOR_R * 0.01
|
||||
#define UNDERWATERCOLOR_GM UNDERWATERCOLOR_G * 0.01
|
||||
#define UNDERWATERCOLOR_BM UNDERWATERCOLOR_B * 0.01
|
||||
#define UNDERWATERCOLOR_CHANGED
|
||||
#endif
|
||||
|
||||
#if defined IS_IRIS && !defined IRIS_HAS_TRANSLUCENCY_SORTING
|
||||
#undef FANCY_GLASS
|
||||
#endif
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
#undef DISTANT_LIGHT_BOKEH
|
||||
#endif
|
||||
|
||||
#if defined MC_GL_VENDOR_AMD || defined MC_GL_VENDOR_ATI
|
||||
#ifndef DEFERRED1
|
||||
#define FIX_AMD_REFLECTION_CRASH //BFARC: Fixes a driver crashing problem on AMD GPUs
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#if SEASONS > 0 || defined GBUFFERS_COLORWHEEL
|
||||
#undef SNOWY_WORLD
|
||||
#endif
|
||||
|
||||
#if AURORA_STYLE == 0
|
||||
#undef AURORA_INFLUENCE
|
||||
#endif
|
||||
|
||||
#if defined END && defined IRIS_FEATURE_CUSTOM_IMAGES && DRAGON_DEATH_EFFECT > 0
|
||||
#if DRAGON_DEATH_EFFECT == 1
|
||||
#define DRAGON_DEATH_EFFECT_INTERNAL 1
|
||||
#elif DRAGON_DEATH_EFFECT == 2
|
||||
#define DRAGON_DEATH_EFFECT_INTERNAL 2
|
||||
#endif
|
||||
#else
|
||||
#define DRAGON_DEATH_EFFECT_INTERNAL 0
|
||||
#endif
|
||||
|
||||
#if defined END && defined IRIS_FEATURE_CUSTOM_IMAGES && END_CRYSTAL_VORTEX > 0
|
||||
#if END_CRYSTAL_VORTEX == 1
|
||||
#define END_CRYSTAL_VORTEX_INTERNAL 1
|
||||
#elif END_CRYSTAL_VORTEX == 2
|
||||
#define END_CRYSTAL_VORTEX_INTERNAL 2
|
||||
#elif END_CRYSTAL_VORTEX == 3
|
||||
#define END_CRYSTAL_VORTEX_INTERNAL 3
|
||||
#else
|
||||
#define END_CRYSTAL_VORTEX_INTERNAL 0
|
||||
#endif
|
||||
#else
|
||||
#define END_CRYSTAL_VORTEX_INTERNAL 0
|
||||
#endif
|
||||
#if defined END_PORTAL_BEAM && defined IRIS_FEATURE_CUSTOM_IMAGES && defined OVERWORLD && !defined MC_OS_MAC
|
||||
#define END_PORTAL_BEAM_INTERNAL
|
||||
#endif
|
||||
#if defined SOUL_SAND_VALLEY_OVERHAUL && defined NETHER
|
||||
#define SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
#endif
|
||||
#if defined PURPLE_END_FIRE && defined END
|
||||
#define PURPLE_END_FIRE_INTERNAL
|
||||
#endif
|
||||
#if defined SAND_NOISE && defined OVERWORLD
|
||||
#define SAND_NOISE_INTERNAL
|
||||
#endif
|
||||
#if defined MOSS_NOISE && defined OVERWORLD
|
||||
#define MOSS_NOISE_INTERNAL
|
||||
#endif
|
||||
|
||||
#if defined NETHER && !defined BORDER_FOG_NETHER
|
||||
#undef BORDER_FOG
|
||||
#elif defined END && !defined BORDER_FOG_END
|
||||
#undef BORDER_FOG
|
||||
#elif defined OVERWORLD && !defined BORDER_FOG_OVERWORLD
|
||||
#undef BORDER_FOG
|
||||
#endif
|
||||
|
||||
//Very Common Stuff//
|
||||
#include "/lib/uniforms.glsl"
|
||||
#include "/lib/materials/materialHandling/materialDefines.glsl"
|
||||
|
||||
#if SHADOW_QUALITY == -1
|
||||
float timeAngle = worldTime / 24000.0;
|
||||
#else
|
||||
float tAmin = fract(sunAngle - 0.033333333);
|
||||
float tAlin = tAmin < 0.433333333 ? tAmin * 1.15384615385 : tAmin * 0.882352941176 + 0.117647058824;
|
||||
float hA = tAlin > 0.5 ? 1.0 : 0.0;
|
||||
float tAfrc = fract(tAlin * 2.0);
|
||||
float tAfrs = tAfrc*tAfrc*(3.0-2.0*tAfrc);
|
||||
float tAmix = hA < 0.5 ? 0.3 : -0.1;
|
||||
float timeAngle = (tAfrc * (1.0-tAmix) + tAfrs * tAmix + hA) * 0.5;
|
||||
#endif
|
||||
|
||||
const vec3 colorSoul = vec3(0.1725, 0.8588, 0.8824);
|
||||
const vec3 colorEndBreath = vec3(0.35, 0.25, 1.0);
|
||||
|
||||
const float pi = 3.14159265359;
|
||||
const float goldenRatio = 1.61803398875;
|
||||
const float tau = 6.28318530717;
|
||||
const float eps = 1e-6;
|
||||
|
||||
const float oceanAltitude = 61.9;
|
||||
|
||||
#ifndef DISTANT_HORIZONS
|
||||
float renderDistance = far;
|
||||
#else
|
||||
float renderDistance = float(dhRenderDistance);
|
||||
#endif
|
||||
|
||||
const float shadowMapBias = 1.0 - 25.6 / shadowDistance;
|
||||
float noonFactor = sqrt(max(sin(timeAngle*6.28318530718),0.0));
|
||||
float nightFactor = max(sin(timeAngle*(-6.28318530718)),0.0);
|
||||
float invNightFactor = 1.0 - nightFactor;
|
||||
float altitudeVisibility = 0.0;
|
||||
|
||||
float cloudHeightM = isnan(cloudHeight) ? 192.0 : cloudHeight; // iris returns "nan" if there are no clouds
|
||||
float cloudHeightOffset = cloudHeightM - 192.0;
|
||||
|
||||
int cloudAlt1i = int(CLOUD_ALT1 + cloudHeightOffset); // Old setting files can send float values
|
||||
|
||||
#ifdef CLOUDS_UNBOUND
|
||||
int cloudAlt2i = int(CLOUD_UNBOUND_LAYER2_ALTITUDE + cloudHeightOffset);
|
||||
#else
|
||||
int cloudAlt2i = int(CLOUD_ALT2 + cloudHeightOffset);
|
||||
#endif
|
||||
|
||||
float cloudMaxAdd = 5.0;
|
||||
#if defined DOUBLE_REIM_CLOUDS && defined CLOUDS_REIMAGINED || defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
|
||||
float maximumCloudsHeight = max(cloudAlt1i, cloudAlt2i) + cloudMaxAdd;
|
||||
#elif CLOUD_STYLE_DEFINE == 50
|
||||
float maximumCloudsHeight = cloudHeightM + cloudMaxAdd;
|
||||
#else
|
||||
float maximumCloudsHeight = cloudAlt1i + cloudMaxAdd;
|
||||
#endif
|
||||
float cloudGradientLength = 20.0; // in blocks, probably...
|
||||
float heightRelativeToCloud = clamp(1.0 - (eyeAltitude - maximumCloudsHeight) / cloudGradientLength, 0.0, 1.0);
|
||||
|
||||
#ifndef NO_RAIN_ABOVE_CLOUDS
|
||||
float rainFactor = rainFactorUniform;
|
||||
float wetnessM = wetness;
|
||||
#else
|
||||
float rainFactor = rainFactorUniform * heightRelativeToCloud;
|
||||
float wetnessM = wetness * heightRelativeToCloud;
|
||||
#endif
|
||||
|
||||
float rainFactor2 = rainFactor * rainFactor;
|
||||
float invRainFactor = 1.0 - rainFactor;
|
||||
float invNoonFactor = 1.0 - noonFactor;
|
||||
float invNoonFactor2 = invNoonFactor * invNoonFactor;
|
||||
|
||||
float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
|
||||
|
||||
float nightVisionWithAddedSupport = screenBrightness > 1.0 ? 1.0 : nightVision; // Add support for fullbright mods
|
||||
#define nightVision nightVisionWithAddedSupport
|
||||
|
||||
int modifiedWorldDay = int(mod(worldDay, 100) + 5.0);
|
||||
#if defined DAYLIGHT_CYCLE_COMPAT || defined FROZEN_TIME
|
||||
float syncedTime = frameTimeCounter;
|
||||
#else
|
||||
float syncedTime = (worldTime + modifiedWorldDay * 24000) * 0.05;
|
||||
#endif
|
||||
|
||||
#if IRIS_VERSION >= 10800
|
||||
ivec3 cameraPositionBestInt = cameraPositionInt;
|
||||
vec3 cameraPositionBestFract = cameraPositionFract;
|
||||
vec3 previousCameraPositionBestFract = previousCameraPositionFract;
|
||||
vec3 cameraPositionBest = cameraPositionBestInt + cameraPositionBestFract;
|
||||
#else
|
||||
ivec3 cameraPositionBestInt = ivec3(floor(cameraPosition));
|
||||
vec3 cameraPositionBestFract = fract(cameraPosition);
|
||||
vec3 previousCameraPositionBestFract = fract(previousCameraPosition);
|
||||
vec3 cameraPositionBest = cameraPosition;
|
||||
#endif
|
||||
|
||||
#if WATERCOLOR_MODE >= 2
|
||||
vec3 underwaterColorM1 = pow(fogColor, vec3(0.33, 0.21, 0.26));
|
||||
#else
|
||||
vec3 underwaterColorM1 = vec3(0.46, 0.62, 1.0);
|
||||
#endif
|
||||
#ifndef UNDERWATERCOLOR_CHANGED
|
||||
vec3 underwaterColorM2 = underwaterColorM1;
|
||||
#else
|
||||
vec3 underwaterColorM2 = underwaterColorM1 * vec3(UNDERWATERCOLOR_RM, UNDERWATERCOLOR_GM, UNDERWATERCOLOR_BM);
|
||||
#endif
|
||||
vec3 waterFogColor = underwaterColorM2 * vec3(0.2 + 0.1 * vsBrightness);
|
||||
|
||||
#if NETHER_COLOR_MODE == 3
|
||||
float netherColorMixer = inNetherWastes + inCrimsonForest + inWarpedForest + inBasaltDeltas + inSoulValley;
|
||||
vec3 netherColor = clamp(mix(
|
||||
fogColor * 0.6 + 0.2 * normalize(fogColor + 0.0001),
|
||||
(
|
||||
inNetherWastes * vec3(0.4, 0.14, 0.06) + inCrimsonForest * vec3(0.36, 0.07, 0.05) +
|
||||
inWarpedForest * vec3(0.18, 0.1, 0.25) + inBasaltDeltas * vec3(0.25, 0.235, 0.23) +
|
||||
inSoulValley * vec3(0.1, vec2(0.24))
|
||||
),
|
||||
netherColorMixer
|
||||
) * NETHER_BRIGHTNESS, 0.0, 1.0);
|
||||
#elif NETHER_COLOR_MODE == 2
|
||||
vec3 netherColor = clamp(fogColor * 0.6 + 0.2 * normalize(fogColor + 0.0001) * NETHER_BRIGHTNESS, 0.0, 1.0);
|
||||
#elif NETHER_COLOR_MODE == 0
|
||||
vec3 netherColor = vec3(0.7, 0.26, 0.08) * 0.6 * NETHER_BRIGHTNESS;
|
||||
#endif
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
vec3 lavaLightColor = mix(vec3(0.15, 0.06, 0.01), vec3(0.034, 0.171, 0.176), inSoulValley);
|
||||
#else
|
||||
vec3 lavaLightColor = vec3(0.15, 0.06, 0.01);
|
||||
#endif
|
||||
|
||||
const vec3 originalEndSkyColor = vec3(E_SKY_COLORR_NEW, E_SKY_COLORG_NEW, E_SKY_COLORB_NEW) * E_SKY_COLORI;
|
||||
vec3 endSkyColor = clamp(mix(originalEndSkyColor, fogColor * 0.25 + 0.1 * normalize(fogColor + 0.0001), (-inVanillaEnd + 1.0) * float(END_SKY_FOG_INFLUENCE) * 0.5), 0.0, 1.60);
|
||||
|
||||
#if WEATHER_TEX_OPACITY == 100
|
||||
const float rainTexOpacity = 0.25;
|
||||
const float snowTexOpacity = 0.5;
|
||||
#else
|
||||
#define WEATHER_TEX_OPACITY_M 100.0 / WEATHER_TEX_OPACITY
|
||||
const float rainTexOpacity = pow(0.25, WEATHER_TEX_OPACITY_M);
|
||||
const float snowTexOpacity = pow(0.5, WEATHER_TEX_OPACITY_M);
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
ivec2 texelCoord = ivec2(gl_FragCoord.xy);
|
||||
#endif
|
||||
|
||||
#include "/lib/util/commonFunctions.glsl"
|
||||
|
||||
#include "/lib/colors/blocklightColors.glsl"
|
||||
|
||||
#include "/lib/materials/seasonsTime.glsl"
|
||||
|
||||
const float OSIEBCA = 1.0 / 255.0; // One Step In Eight Bit Color Attachment
|
||||
/* materialMask steps
|
||||
0 to 240 - PBR Dependant:
|
||||
IntegratedPBR:
|
||||
0 to 99: deferredMaterials
|
||||
OSIEBCA * 0.0 = *Unused as 0.0 is the default value*
|
||||
OSIEBCA * 1.0 = Intense Fresnel
|
||||
OSIEBCA * 2.0 = Copper Fresnel
|
||||
OSIEBCA * 3.0 = Gold Fresnel
|
||||
OSIEBCA * 4.0 =
|
||||
OSIEBCA * 5.0 = Redstone Fresnel
|
||||
100 to 199: Exact copy of deferredMaterials but toned down reflection handling for entities
|
||||
materialMask += OSIEBCA * 100.0; // Entity Reflection Handling
|
||||
200 to 240: Random checks
|
||||
OSIEBCA * 239.0 = Blue Screen Blue Blocks
|
||||
OSIEBCA * 240.0 = Green Screen Lime Blocks
|
||||
seuspbr:
|
||||
0 to 240: Increasing metalness
|
||||
labPBR:
|
||||
0 to 229: Increasing f0
|
||||
230 to 240: Consistent metalness with still increasing f0
|
||||
241 to 255 - PBR Independant:
|
||||
OSIEBCA * 241.0 = Water
|
||||
|
||||
OSIEBCA * 251.0 = No SSAO, Reduce Reflection
|
||||
OSIEBCA * 252.0 = Versatile Selection Outline
|
||||
OSIEBCA * 253.0 = Reduced Edge TAA
|
||||
OSIEBCA * 254.0 = No SSAO, No TAA, Reduce Reflection
|
||||
OSIEBCA * 255.0 = *Unused as 1.0 is the clear color*
|
||||
*/
|
||||
|
||||
// 62 75 74 20 74 68 4F 73 65 20 77 68 6F 20 68 6F 70 65 20 69 6E 20 74 68 65 20 6C 69 6D 69 4E 61 6C 0A 77 69 6C 6C 20 72 65 6E 65 77 20 74 68 65 69 72 20 73 54 72 65 6E 67 74 48 2E 0A 74 68 65 79 20 77 69 6C 6C 20 73 6F 41 72 20 6F 6E 20 65 6C 79 54 72 61 73 20 6C 69 6B 65 20 70 68 61 6E 74 6F 6D 73 3B 0A 74 68 65 79 20 77 69 6C 6C 20 72 75 6E 20 61 6E 44 20 6E 6F 74 20 67 72 6F 77 20 77 65 41 72 79 2C 0A 74 68 65 59 20 77 69 6C 6C 20 77 61 6C 6B 20 61 6E 64 20 6E 6F 74 20 62 65 20 66 61 69 6E 74 2E
|
||||
@@ -0,0 +1,86 @@
|
||||
#ifndef INCLUDE_CLOUD_SHADOWS
|
||||
#define INCLUDE_CLOUD_SHADOWS
|
||||
|
||||
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
|
||||
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
|
||||
#endif
|
||||
|
||||
float GetCloudShadow(vec3 playerPos) {
|
||||
#ifndef OVERWORLD
|
||||
return 1.0;
|
||||
#endif
|
||||
|
||||
float cloudShadow = 1.0;
|
||||
|
||||
vec3 worldPos = playerPos + cameraPosition;
|
||||
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
|
||||
//worldPos = playerPosPixelated + cameraPosition; // Disabled for now because cloud shadows are too soft to notice pixelation
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_REIMAGINED
|
||||
float EdotL = dot(eastVec, lightVec);
|
||||
float EdotLM = tan(acos(EdotL));
|
||||
|
||||
#if SUN_ANGLE != 0
|
||||
float NVdotLM = tan(acos(dot(northVec, lightVec)));
|
||||
#endif
|
||||
|
||||
float distToCloudLayer1 = cloudAlt1i - worldPos.y;
|
||||
vec3 cloudOffset1 = vec3(distToCloudLayer1 / EdotLM, 0.0, 0.0);
|
||||
#if SUN_ANGLE != 0
|
||||
cloudOffset1.z += distToCloudLayer1 / NVdotLM;
|
||||
#endif
|
||||
vec2 cloudPos1 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset1, cloudAlt1i).xz, CLOUD_SHADOW_ROUNDNESS);
|
||||
|
||||
#ifndef COMPOSITE
|
||||
float cloudSample = texture2D(gaux4, cloudPos1).b;
|
||||
#else
|
||||
float cloudSample = texture2D(cloudWaterTex, cloudPos1).b;
|
||||
#endif
|
||||
cloudSample *= clamp(distToCloudLayer1 * 0.1, 0.0, 1.0);
|
||||
|
||||
#ifdef DOUBLE_REIM_CLOUDS
|
||||
float distToCloudLayer2 = cloudAlt2i - worldPos.y;
|
||||
vec3 cloudOffset2 = vec3(distToCloudLayer2 / EdotLM, 0.0, 0.0);
|
||||
#if SUN_ANGLE != 0
|
||||
cloudOffset2.z += distToCloudLayer2 / NVdotLM;
|
||||
#endif
|
||||
vec2 cloudPos2 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset2, cloudAlt2i).xz, CLOUD_SHADOW_ROUNDNESS);
|
||||
float cloudSample2 = texture2D(gaux4, cloudPos2).b;
|
||||
cloudSample2 *= clamp(distToCloudLayer2 * 0.1, 0.0, 1.0);
|
||||
|
||||
cloudSample = 1.0 - (1.0 - cloudSample) * (1.0 - cloudSample2);
|
||||
#endif
|
||||
|
||||
cloudSample *= sqrt3(1.0 - abs(EdotL));
|
||||
cloudShadow = 1.0 - 0.85 * cloudSample;
|
||||
#else
|
||||
vec2 csPos = worldPos.xz + worldPos.y * 0.25;
|
||||
csPos.x += syncedTime;
|
||||
csPos *= 0.000002 * CLOUD_UNBOUND_SIZE_MULT * CLOUD_SHADOW_UNBOUND_SIZE;
|
||||
|
||||
vec2 shadowoffsets[8] = vec2[8](
|
||||
vec2( 0.0 , 1.0 ),
|
||||
vec2( 0.7071, 0.7071),
|
||||
vec2( 1.0 , 0.0 ),
|
||||
vec2( 0.7071,-0.7071),
|
||||
vec2( 0.0 ,-1.0 ),
|
||||
vec2(-0.7071,-0.7071),
|
||||
vec2(-1.0 , 0.0 ),
|
||||
vec2(-0.7071, 0.7071));
|
||||
float cloudSample = 0.0;
|
||||
for (int i = 0; i < 8; i++) {
|
||||
cloudSample += texture2DLod(noisetex, csPos + 0.005 * shadowoffsets[i], 0.0).b;
|
||||
}
|
||||
|
||||
cloudShadow = smoothstep1(pow2(min1(cloudSample * 0.2)));
|
||||
#endif
|
||||
|
||||
cloudShadow = mix(1.0, mix(cloudShadow, 1.0, NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility)), CLOUD_TRANSPARENCY);
|
||||
|
||||
return cloudShadow;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,88 @@
|
||||
#include "/lib/misc/reprojection.glsl"
|
||||
vec3 linearRGB_to_Oklab(vec3 c) {
|
||||
// Linear RGB to XYZ
|
||||
float l = 0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b;
|
||||
float m = 0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b;
|
||||
float s = 0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b;
|
||||
|
||||
// XYZ to Oklab
|
||||
float l_ = pow(l, 1.0/3.0);
|
||||
float m_ = pow(m, 1.0/3.0);
|
||||
float s_ = pow(s, 1.0/3.0);
|
||||
|
||||
return vec3(
|
||||
0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
|
||||
1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
|
||||
0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_
|
||||
);
|
||||
}
|
||||
|
||||
vec3 Oklab_to_linearRGB(vec3 lab) {
|
||||
// Oklab to XYZ
|
||||
float l_ = lab.x + 0.3963377774 * lab.y + 0.2158037573 * lab.z;
|
||||
float m_ = lab.x - 0.1055613458 * lab.y - 0.0638541728 * lab.z;
|
||||
float s_ = lab.x - 0.0894841775 * lab.y - 1.2914855480 * lab.z;
|
||||
|
||||
float l = l_*l_*l_;
|
||||
float m = m_*m_*m_;
|
||||
float s = s_*s_*s_;
|
||||
|
||||
// XYZ to linear RGB
|
||||
return vec3(
|
||||
+4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
|
||||
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
|
||||
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
|
||||
);
|
||||
}
|
||||
|
||||
vec3 saturateMCBL(vec3 color) {
|
||||
vec3 oklab = linearRGB_to_Oklab(color);
|
||||
float L = oklab.x;
|
||||
vec2 ab = oklab.yz;
|
||||
float chroma = length(ab);
|
||||
float maxChroma = 0.11;
|
||||
float targetChroma = min(chroma * 1.7, maxChroma);
|
||||
|
||||
float chromaFactor = (chroma > 0.0001) ? min(targetChroma / chroma, 2.0) : 1.0;
|
||||
ab *= chromaFactor;
|
||||
|
||||
return Oklab_to_linearRGB(vec3(L, ab.xy));
|
||||
}
|
||||
|
||||
vec3 ApplyMultiColoredBlocklight(vec3 blocklightCol, vec3 screenPos, vec3 playerPos, float lmCoord) {
|
||||
float ACTDecider = 1.0;
|
||||
vec4 coloredLight = texture2D(colortex10, screenPos.xy);
|
||||
float lmCoordStep = step(0.1, lmCoord);
|
||||
float entityMask = 0.0;
|
||||
#if MCBL_MAIN_DEFINE == 3
|
||||
entityMask = step(0.5, sqrt3(coloredLight.a)) * lmCoordStep;
|
||||
#endif
|
||||
#if MCBL_MAIN_DEFINE == 2 && COLORED_LIGHTING_INTERNAL != 0
|
||||
vec3 absPlayerPos = abs(playerPos);
|
||||
float maxPlayerPos = max(absPlayerPos.x, max(absPlayerPos.y * 2.0, absPlayerPos.z));
|
||||
ACTDecider = pow2(min1(maxPlayerPos / min(effectiveACTdistance, far) * 2.0)); // this is to make the effect fade at the edge of ACT range
|
||||
if (entityMask < 0.5 && ACTDecider < 0.5) return blocklightCol;
|
||||
#endif
|
||||
|
||||
vec3 cameraOffset = cameraPosition - previousCameraPosition;
|
||||
cameraOffset *= float(screenPos.z * 2.0 - 1.0 > 0.56);
|
||||
|
||||
if (screenPos.z > 0.56) {
|
||||
screenPos.xy = Reprojection(screenPos, cameraOffset);
|
||||
}
|
||||
|
||||
coloredLight.rgb = saturateMCBL(coloredLight.rgb); // make colors pop!
|
||||
|
||||
vec3 coloredLightNormalized = normalize(coloredLight.rgb + 0.00001);
|
||||
|
||||
// do luminance correction for a seamless transition from the default blocklight color
|
||||
coloredLightNormalized *= GetLuminance(blocklightCol) / GetLuminance(coloredLightNormalized);
|
||||
|
||||
float coloredLightMix = min1((coloredLight.r + coloredLight.g + coloredLight.b) * 2048);
|
||||
coloredLightMix = mix(0, coloredLightMix, mix(ACTDecider, 1.0, entityMask));
|
||||
|
||||
// coloredLightNormalized = vec3(2,0,0);
|
||||
|
||||
|
||||
return mix(blocklightCol, coloredLightNormalized, coloredLightMix * clamp01(MCBL_INFLUENCE) * (1.0 - float(isnan(coloredLightNormalized))) * max(sign(lmCoord), 0.0));
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
// GGX area light approximation from Horizon Zero Dawn
|
||||
float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) {
|
||||
float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan);
|
||||
|
||||
float RoL = 2.0 * NoL * NoV - VoL;
|
||||
if (RoL >= radiusCos)
|
||||
return 1.0;
|
||||
|
||||
float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL);
|
||||
float NoTr = rOverLengthT * (NoV - RoL * NoL);
|
||||
float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL);
|
||||
|
||||
float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0));
|
||||
|
||||
float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV);
|
||||
float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr;
|
||||
float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr;
|
||||
float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr);
|
||||
float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr +
|
||||
q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5));
|
||||
float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum);
|
||||
float sinTheta = twoX1 * xDenom;
|
||||
float cosTheta = 1.0 - twoX1 * xNum;
|
||||
NoTr = cosTheta * NoTr + sinTheta * NoBr;
|
||||
VoTr = cosTheta * VoTr + sinTheta * VoBr;
|
||||
|
||||
float newNoL = NoL * radiusCos + NoTr;
|
||||
float newVoL = VoL * radiusCos + VoTr;
|
||||
float NoH = NoV + newNoL;
|
||||
float HoH = 2.0 * newVoL + 2.0;
|
||||
return clamp(NoH * NoH / HoH, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float GGX(vec3 normalM, vec3 viewPos, vec3 lightVec, float NdotLmax0, float smoothnessG) {
|
||||
smoothnessG = sqrt1(smoothnessG * 0.9 + 0.1);
|
||||
float roughnessP = (1.35 - smoothnessG);
|
||||
float roughness = pow2(pow2(roughnessP));
|
||||
|
||||
vec3 halfVec = normalize(lightVec - viewPos);
|
||||
|
||||
float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0);
|
||||
float dotNV = dot(normalM, -viewPos);
|
||||
|
||||
#if WATER_REFLECT_QUALITY >= 2
|
||||
float dotNH = GetNoHSquared(0.01, NdotLmax0, dotNV, dot(-viewPos, lightVec));
|
||||
#else
|
||||
float dotNH = pow2(min1(2.0 * NdotLmax0 * dotNV * length(halfVec) - dot(-viewPos, lightVec)));
|
||||
#endif
|
||||
|
||||
float denom = dotNH * roughness - dotNH + 1.0;
|
||||
float D = roughness / (3.141592653589793 * pow2(denom));
|
||||
float f0 = 0.05;
|
||||
float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0;
|
||||
|
||||
float NdotLmax0M = sqrt3(NdotLmax0 * max0(dot(normal, lightVec)));
|
||||
float specular = max0(NdotLmax0M * D * F / pow2(dotLH));
|
||||
specular = specular / (0.125 * specular + 1.0);
|
||||
|
||||
return specular;
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
vec3 GetHeldLighting(vec3 playerPos, vec3 color, inout float emission, vec3 worldGeoNormal, vec3 normalM, vec3 viewPos) {
|
||||
float heldLight = heldBlockLightValue; float heldLight2 = heldBlockLightValue2;
|
||||
|
||||
#ifndef IS_IRIS
|
||||
if (heldLight > 15.1) heldLight = 0.0;
|
||||
if (heldLight2 > 15.1) heldLight2 = 0.0;
|
||||
#endif
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL == 0
|
||||
vec3 heldLightCol = blocklightCol; vec3 heldLightCol2 = blocklightCol;
|
||||
|
||||
if (heldItemId == 45032) heldLight = 15; if (heldItemId2 == 45032) heldLight2 = 15; // Lava Bucket
|
||||
#else
|
||||
vec3 heldLightCol = GetSpecialBlocklightColor(heldItemId - 44000).rgb;
|
||||
vec3 heldLightCol2 = GetSpecialBlocklightColor(heldItemId2 - 44000).rgb;
|
||||
|
||||
if (heldItemId == 45032) { heldLightCol = lavaSpecialLightColor.rgb; heldLight = 15; } // Lava Bucket
|
||||
if (heldItemId2 == 45032) { heldLightCol2 = lavaSpecialLightColor.rgb; heldLight2 = 15; }
|
||||
|
||||
#if COLORED_LIGHT_SATURATION != 100
|
||||
heldLightCol = mix(blocklightCol, heldLightCol, COLORED_LIGHT_SATURATION * 0.01);
|
||||
heldLightCol2 = mix(blocklightCol, heldLightCol2, COLORED_LIGHT_SATURATION * 0.01);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 playerPosLightM = playerPos + relativeEyePosition;
|
||||
playerPosLightM.y += 0.7;
|
||||
float lViewPosL = length(playerPosLightM) + 6.0;
|
||||
#if HELD_LIGHTING_MODE == 1
|
||||
lViewPosL *= 1.5;
|
||||
#endif
|
||||
|
||||
#ifdef SPACEAGLE17
|
||||
if (heldLight == 0 && heldLight2 == 0 && !firstPersonCamera && entityId != 50017 && !is_invisible && currentPlayerArmor < 0.4 && isOnGround) {
|
||||
float powVal = 1.0 + 1.0 * (cos(frameTimeCounter * 1.5) * 0.5 + 0.5);
|
||||
float anim = 2.8 * max(pow(0.8, powVal), 0.12);
|
||||
heldLight = anim;
|
||||
heldLight2 = anim;
|
||||
heldLightCol = vec3(0.2392, 0.8235, 0.8667);
|
||||
heldLightCol2 = vec3(0.2392, 0.8235, 0.8667);
|
||||
playerPosLightM.y += 0.8;
|
||||
lViewPosL = length(playerPosLightM) + 6.0;
|
||||
lViewPosL = sqrt2(lViewPosL * 0.35) * 1.2;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef DIRECTIONAL_LIGHTMAP_NORMALS
|
||||
vec3 cameraHeldLightPos = (gbufferModelView * vec4(-relativeEyePosition, 1.0)).xyz;
|
||||
vec3 worldGeoNormalView = (gbufferModelView * vec4(worldGeoNormal, 1.0)).xyz;
|
||||
|
||||
cameraHeldLightPos.x += 0.66 * (float(heldLight > 0) - float(heldLight2 > 0)); // Held light position offset
|
||||
|
||||
float dirHandLightmap = clamp01(dot(normalize(cameraHeldLightPos - viewPos), normalM)) + 1.0;
|
||||
float differenceDir = dirHandLightmap - (clamp01(dot(normalize(cameraHeldLightPos - viewPos), worldGeoNormalView)) + 1.0); // Difference between normal and geo normal
|
||||
|
||||
dirHandLightmap = mix(1.0, dirHandLightmap, differenceDir * DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH);
|
||||
heldLight *= dirHandLightmap;
|
||||
heldLight2 *= dirHandLightmap;
|
||||
#endif
|
||||
|
||||
heldLight = pow2(pow2(heldLight * 0.47 / lViewPosL));
|
||||
heldLight2 = pow2(pow2(heldLight2 * 0.47 / lViewPosL));
|
||||
|
||||
vec3 heldLighting = pow2(heldLight * DoLuminanceCorrection(heldLightCol + 0.001))
|
||||
+ pow2(heldLight2 * DoLuminanceCorrection(heldLightCol2 + 0.001));
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
AddSpecialLightDetail(heldLighting, color.rgb, emission);
|
||||
#endif
|
||||
|
||||
#if HAND_BLOCKLIGHT_FLICKERING > 0
|
||||
vec2 flickerNoiseHand = texture2DLod(noisetex, vec2(frameTimeCounter * 0.06), 0.0).rb;
|
||||
float flickerMix = mix(1.0, min1(max(flickerNoiseHand.r, flickerNoiseHand.g) * 1.7), pow2(HAND_BLOCKLIGHT_FLICKERING * 0.1));
|
||||
|
||||
heldLighting *= flickerMix;
|
||||
#ifdef GBUFFERS_HAND
|
||||
emission *= mix(1.0, flickerMix, heldLight + heldLight2);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return heldLighting;
|
||||
}
|
||||
@@ -0,0 +1,816 @@
|
||||
#include "/lib/shaderSettings/mainLighting.glsl"
|
||||
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
|
||||
#include "/lib/shaderSettings/shadowMainLighting.glsl"
|
||||
#include "/lib/shaderSettings/endFlash.glsl"
|
||||
#ifdef AURORA_INFLUENCE
|
||||
#include "/lib/atmospherics/auroraBorealis.glsl"
|
||||
#endif
|
||||
|
||||
//Lighting Includes//
|
||||
#include "/lib/colors/lightAndAmbientColors.glsl"
|
||||
#include "/lib/lighting/ggx.glsl"
|
||||
#include "/lib/lighting/minimumLighting.glsl"
|
||||
|
||||
#if SHADOW_QUALITY > -1 && (defined OVERWORLD || defined END)
|
||||
#include "/lib/lighting/shadowSampling.glsl"
|
||||
#endif
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
#include "/lib/lighting/heldLighting.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef CLOUD_SHADOWS
|
||||
#include "/lib/lighting/cloudShadows.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
#include "/lib/colors/colorMultipliers.glsl"
|
||||
#endif
|
||||
|
||||
#if defined MOON_PHASE_INF_LIGHT || defined MOON_PHASE_INF_REFLECTION
|
||||
#include "/lib/colors/moonPhaseInfluence.glsl"
|
||||
#endif
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
#include "/lib/voxelization/lightVoxelization.glsl"
|
||||
#endif
|
||||
|
||||
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
|
||||
#define ENDCRYSTAL_SAMPLER_DEFINE
|
||||
uniform isampler2D endcrystal_sampler;
|
||||
#endif
|
||||
|
||||
vec3 highlightColor = normalize(pow(lightColor, vec3(0.37))) * (0.3 + 1.5 * sunVisibility2) * (1.0 - 0.85 * rainFactor);
|
||||
|
||||
//Lighting//
|
||||
void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 viewPos, float lViewPos, vec3 geoNormal, vec3 normalM, float dither,
|
||||
vec3 worldGeoNormal, vec2 lightmap, bool noSmoothLighting, bool noDirectionalShading, bool noVanillaAO,
|
||||
bool centerShadowBias, int subsurfaceMode, float smoothnessG, float highlightMult, float emission, inout float purkinjeOverwrite, bool isLightSource,
|
||||
inout float enderDragonDead) {
|
||||
#ifdef WORLD_CURVATURE
|
||||
playerPos.y += doWorldCurvature(playerPos.xz);
|
||||
#endif
|
||||
|
||||
vec2 oldLightmap = lightmap.xy;
|
||||
|
||||
#ifdef DO_PIXELATION_EFFECTS
|
||||
vec2 pixelationOffset = ComputeTexelOffset(tex, texCoord);
|
||||
|
||||
#if defined PIXELATED_SHADOWS || defined PIXELATED_BLOCKLIGHT
|
||||
vec3 playerPosPixelated = TexelSnap(playerPos, pixelationOffset);
|
||||
#endif
|
||||
|
||||
#ifdef PIXELATED_SHADOWS
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
if (entityId == 50076) { // Boats
|
||||
playerPosPixelated.y += 0.38; // consistentBOAT2176
|
||||
}
|
||||
#endif
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode == 1) {
|
||||
playerPosPixelated.y += 0.05; // Fixes grounded foliage having dark bottom pixels depending on the random y-offset
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#ifdef PIXELATED_BLOCKLIGHT
|
||||
if (!noSmoothLighting) {
|
||||
lightmap = clamp(TexelSnap(lightmap, pixelationOffset), 0.0, 1.0);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float NdotN = dot(normalM, northVec);
|
||||
float absNdotN = abs(NdotN);
|
||||
float NdotE = dot(normalM, eastVec);
|
||||
float absNdotE = abs(NdotE);
|
||||
float NdotL = dot(normalM, lightVec);
|
||||
|
||||
float lightmapY2 = pow2(lightmap.y);
|
||||
float lightmapYM = smoothstep1(lightmap.y);
|
||||
float subsurfaceHighlight = 0.0;
|
||||
float ambientMult = 1.0;
|
||||
vec3 subsurfaceColor = vec3(1.0);
|
||||
#if defined AURORA_INFLUENCE && !(defined DEFERRED1 || defined COMPOSITE1)
|
||||
ambientColor = getAuroraAmbientColor(ambientColor, viewPos, 0.035, AURORA_TERRAIN_INFLUENCE_INTENSITY, 0.9);
|
||||
#endif
|
||||
|
||||
#if BLOOD_MOON > 0
|
||||
float bloodMoonFactor = getBloodMoon(sunVisibility);
|
||||
lightColor *= 1.0 + bloodMoonFactor * vec3(0.6, -0.3, -0.3);
|
||||
ambientColor *= 1.0 + bloodMoonFactor * vec3(0.6, -0.3, -0.3);
|
||||
subsurfaceColor = mix(vec3(1.0), vec3(1.3, 0.2, 0.2), bloodMoonFactor);
|
||||
#endif
|
||||
|
||||
vec3 lightColorM = lightColor;
|
||||
vec3 ambientColorM = ambientColor;
|
||||
vec3 nViewPos = normalize(viewPos);
|
||||
|
||||
#if defined LIGHT_COLOR_MULTS && !defined GBUFFERS_WATER // lightColorMult is defined early in gbuffers_water
|
||||
lightColorMult = GetLightColorMult();
|
||||
#endif
|
||||
vec2 lightningAdd = vec2(0);
|
||||
vec2 deathFlashAdd = vec2(0);
|
||||
vec3 lightningPos = vec3(0);
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
float lightningDistance = 550.0;
|
||||
lightningPos = getLightningPos(playerPos, lightningBoltPosition.xyz, false);
|
||||
float lightningFadeOut = max(1.0 - length(lightningPos) / lightningDistance, 0.0);
|
||||
float lightningFadeOutExp = exp((1.0 - lightningFadeOut) * -15.0);
|
||||
vec3 normalLightning = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.25);
|
||||
float lightningNormalGradient = 0.12;
|
||||
if (subsurfaceMode == 1) lightningNormalGradient = mix(lightningNormalGradient, 0.45, lightningFadeOutExp);
|
||||
lightningAdd = (lightningFlashEffect(lightningPos, normalLightning, lightningDistance, lightningNormalGradient, subsurfaceMode) * 10.0 + mix(0.1, 0.0 , lightningFadeOut)) * isLightningActive();
|
||||
ambientColorM += lightningAdd.x;
|
||||
#endif
|
||||
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
|
||||
vec3 dragonPosition = vec3(0, 80, 0) - cameraPosition;
|
||||
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
|
||||
float dragonDeathFactor = 0.0001 * isDying;
|
||||
float deathFadeFactor = exp(-3.0 * (1.0 - dragonDeathFactor)) * dragonDeathFactor;
|
||||
|
||||
if (dragonDeathFactor < 0.99) {
|
||||
vec3 normalMDeath = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.5);
|
||||
vec3 deathFlashPos = getLightningPos(playerPos, dragonPosition, true);
|
||||
float effectDistance = 800.0;
|
||||
deathFlashAdd = lightningFlashEffect(deathFlashPos, normalMDeath, effectDistance, 0.0, subsurfaceMode) * 35.0 * deathFadeFactor;
|
||||
ambientColorM *= mix(1.0, 0.0, deathFadeFactor) + deathFlashAdd.x * saturateColors(sqrt(endOrangeCol), 0.5);
|
||||
purkinjeOverwrite = 1.0 * deathFlashAdd.y;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && (defined GBUFFERS_BLOCK || defined GBUFFERS_ENTITIES || defined GBUFFERS_TERRAIN || defined GBUFFERS_HAND || defined GBUFFERS_WATER)
|
||||
enderDragonDead = 1.0 - texelFetch(colortex5, ivec2(viewWidth-1, viewHeight-1), 0).a;
|
||||
vec3 endCenterCol = saturateColors(vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B) * 0.8, 1.1);
|
||||
vec3 endCenterPos = vec3(0.5, 60.5, 0.5) - (playerPos + cameraPositionBest);
|
||||
endCenterPos.y *= 0.66; // Make it a pill-shaped point light
|
||||
float rawDistance = length(endCenterPos);
|
||||
float endCenterLightDist = exp(-rawDistance * 0.22);
|
||||
|
||||
float endCenterTimeNoise = frameTimeCounter * 0.075;
|
||||
|
||||
// Get the direction of the noise
|
||||
float centerDistance = max(abs(endCenterPos.x), abs(endCenterPos.z)); // Square distance
|
||||
float angleOffset = endCenterTimeNoise * 0.75;
|
||||
vec2 rotatingDir = vec2(cos(angleOffset), sin(angleOffset));
|
||||
float blendFactor = smoothstep(0.5, 3.0, centerDistance); // Prevent artifacts at the center by creating square shape
|
||||
vec2 normalizedDir = mix(rotatingDir, normalize(endCenterPos.xz), blendFactor); // Blend square shape
|
||||
|
||||
vec2 endCenterNoiseBase = endCenterPos.xz * 0.03 + endCenterPos.y * 0.015;
|
||||
vec2 endCenterNoisePos = endCenterNoiseBase - normalizedDir * 0.3 + endCenterTimeNoise * 0.15;
|
||||
float endCenterIntensityNoise = texture2DLod(noisetex, endCenterNoisePos, 0.0).r;
|
||||
float endCenterNoiseVariation = sin(endCenterTimeNoise * 6.0 + dot(endCenterPos.xy, endCenterPos.yz) * 0.01);
|
||||
float endCenterNoiseIntensity = 0.7 + 0.35 * endCenterIntensityNoise + 0.2 * endCenterNoiseVariation;
|
||||
|
||||
// Hybrid lighting calculation - directional for walls, ambient for floors
|
||||
vec3 transformedNormal = mat3(gbufferModelViewInverse) * normalM;
|
||||
float normalDot = clamp01(dot(normalize(endCenterPos), transformedNormal));
|
||||
float isFloor = clamp01(dot(transformedNormal, vec3(0.0, 1.0, 0.0)) * 2.0);
|
||||
|
||||
// Strong directional lighting for walls, softer lighting for floors
|
||||
float directionalFactor = normalDot * 1.3;
|
||||
float floorFactor = 0.6 + 0.25 * normalDot;
|
||||
float endCenterLight = endCenterLightDist * mix(directionalFactor, floorFactor, isFloor);
|
||||
|
||||
ambientColorM += endCenterLight * endCenterCol * endCenterNoiseIntensity * 5.0 * enderDragonDead;
|
||||
#else
|
||||
enderDragonDead = 1.0;
|
||||
#endif
|
||||
|
||||
int oldSubsurfaceMode = subsurfaceMode;
|
||||
#if SSS_STRENGTH == 0
|
||||
subsurfaceMode = 0;
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
float skyLightShadowMult = pow2(pow2(lightmapY2));
|
||||
#else
|
||||
float skyLightShadowMult = 1.0;
|
||||
#endif
|
||||
|
||||
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
|
||||
float NPdotU = abs(dot(geoNormal, upVec));
|
||||
#endif
|
||||
|
||||
// Shadows
|
||||
#if defined OVERWORLD || defined END
|
||||
#ifdef GBUFFERS_WATER
|
||||
//NdotL = mix(NdotL, 1.0, 1.0 - color.a);
|
||||
#endif
|
||||
#ifdef CUSTOM_PBR
|
||||
float geoNdotL = dot(geoNormal, lightVec);
|
||||
float geoNdotLM = geoNdotL > 0.0 ? geoNdotL * 10.0 : geoNdotL;
|
||||
NdotL = min(geoNdotLM, NdotL);
|
||||
|
||||
NdotL *= 1.0 - 0.7 * (1.0 - pow2(pow2(NdotUmax0))) * NPdotU;
|
||||
#endif
|
||||
#if SHADOW_QUALITY == -1 && defined GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode == 1) {
|
||||
NdotU = 1.0;
|
||||
NdotUmax0 = 1.0;
|
||||
NdotL = dot(upVec, lightVec);
|
||||
} else if (subsurfaceMode == 2) {
|
||||
highlightMult *= NdotL;
|
||||
NdotL = mix(NdotL, 1.0, 0.35);
|
||||
}
|
||||
|
||||
subsurfaceMode = 0;
|
||||
#endif
|
||||
float NdotLmax0 = max0(NdotL);
|
||||
float NdotLM = NdotLmax0 * 0.9999;
|
||||
|
||||
#ifdef GBUFFERS_TEXTURED
|
||||
NdotLM = 1.0;
|
||||
#else
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode != 0) {
|
||||
#if defined CUSTOM_PBR && defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
|
||||
shadowMult *= max(pow2(pow2(dot(normalM, geoNormal))), sqrt2(NdotLmax0));
|
||||
#endif
|
||||
NdotLM = 1.0;
|
||||
}
|
||||
#ifdef SIDE_SHADOWING
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
#ifdef SIDE_SHADOWING
|
||||
NdotLM = max0(NdotL + 0.4) * 0.714;
|
||||
|
||||
#ifdef END
|
||||
NdotLM = sqrt3(NdotLM);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if ENTITY_SHADOW == -1 && defined GBUFFERS_ENTITIES || ENTITY_SHADOW <= 1 && defined GBUFFERS_BLOCK
|
||||
lightColorM = mix(lightColorM * 0.75, ambientColorM, 0.5 * pow2(pow2(1.0 - NdotLM)));
|
||||
NdotLM = NdotLM * 0.75 + 0.25;
|
||||
#endif
|
||||
|
||||
if (shadowMult.r > 0.00001) {
|
||||
#if SHADOW_QUALITY > -1
|
||||
if (NdotLM > 0.0001) {
|
||||
vec3 shadowMultBeforeLighting = shadowMult;
|
||||
|
||||
#if !defined DH_TERRAIN && !defined DH_WATER
|
||||
float shadowLength = shadowDistance * 0.9166667 - lViewPos; //consistent08JJ622
|
||||
#else
|
||||
float shadowLength = 0.0;
|
||||
#endif
|
||||
|
||||
if (shadowLength > 0.000001) {
|
||||
#if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0
|
||||
float offset = 0.00098;
|
||||
#elif SHADOW_SMOOTHING == 3
|
||||
float offset = 0.00075;
|
||||
#elif SHADOW_SMOOTHING == 2
|
||||
float offset = 0.0005;
|
||||
#elif SHADOW_SMOOTHING == 1
|
||||
float offset = 0.0003;
|
||||
#endif
|
||||
|
||||
vec3 playerPosM = playerPos;
|
||||
vec3 centerPlayerPos = floor(playerPos + cameraPosition + worldGeoNormal * 0.01) - cameraPosition + 0.5;
|
||||
|
||||
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
|
||||
playerPosM = playerPosPixelated;
|
||||
offset *= 0.75;
|
||||
#endif
|
||||
|
||||
// Fix light leaking in caves //
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (centerShadowBias || subsurfaceMode == 1) {
|
||||
#ifdef OVERWORLD
|
||||
playerPosM = mix(centerPlayerPos, playerPosM, 0.5 + 0.5 * lightmapYM);
|
||||
#endif
|
||||
} else {
|
||||
float centerFactor = max(glColor.a, lightmapYM);
|
||||
|
||||
#if defined PERPENDICULAR_TWEAKS && SHADOW_QUALITY >= 2 && !defined DH_TERRAIN
|
||||
// Fake Variable Penumbra Shadows
|
||||
// Making centerFactor also work in daylight if AO gradient is facing towards sun
|
||||
if (geoNdotU > 0.99) {
|
||||
float dFdxGLCA = dFdx(glColor.a);
|
||||
float dFdyGLCA = dFdy(glColor.a);
|
||||
|
||||
if (abs(dFdxGLCA) + abs(dFdyGLCA) > 0.00001) {
|
||||
vec3 aoGradView = dFdxGLCA * normalize(dFdx(playerPos.xyz))
|
||||
+ dFdyGLCA * normalize(dFdy(playerPos.xyz));
|
||||
if (dot(normalize(aoGradView.xz), normalize(ViewToPlayer(lightVec).xz)) < 0.3 + 0.4 * dither)
|
||||
if (dot(lightVec, upVec) < 0.99999) centerFactor = sqrt1(max0(glColor.a - 0.55) / 0.45);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
playerPosM = mix(playerPosM, centerPlayerPos, 0.2 * (1.0 - pow2(pow2(centerFactor))));
|
||||
}
|
||||
#elif defined GBUFFERS_HAND
|
||||
playerPosM = mix(vec3(0.0), playerPosM, 0.2 + 0.8 * lightmapYM);
|
||||
#elif defined GBUFFERS_TEXTURED
|
||||
playerPosM = mix(centerPlayerPos, playerPosM + vec3(0.0, 0.02, 0.0), lightmapYM);
|
||||
#else
|
||||
playerPosM = mix(playerPosM, centerPlayerPos, 0.2 * (1.0 - lightmapYM));
|
||||
#endif
|
||||
|
||||
// Shadow bias without peter-panning //
|
||||
#ifndef GBUFFERS_TEXTURED
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode != 1)
|
||||
#endif
|
||||
{
|
||||
float distanceBias = pow(dot(playerPos, playerPos), 0.75);
|
||||
distanceBias = 0.12 + 0.0008 * distanceBias;
|
||||
vec3 bias = worldGeoNormal * distanceBias * (2.0 - 0.95 * NdotLmax0); // 0.95 fixes pink petals noon shadows
|
||||
|
||||
#if defined GBUFFERS_TERRAIN && !defined DH_TERRAIN
|
||||
if (subsurfaceMode == 2) {
|
||||
bias *= vec3(0.0, 0.0, -0.5);
|
||||
bias.z += 0.25 * signMidCoordPos.x * NdotE;
|
||||
}
|
||||
#endif
|
||||
|
||||
playerPosM += bias;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 shadowPos = GetShadowPos(playerPosM);
|
||||
|
||||
bool leaves = false;
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode == 0) {
|
||||
#if defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
|
||||
offset *= 1.0 + pow2(absNdotN);
|
||||
#endif
|
||||
} else {
|
||||
float VdotL = dot(nViewPos, lightVec);
|
||||
|
||||
float lightFactor = pow(max(VdotL, 0.0), 10.0) * float(isEyeInWater == 0);
|
||||
if (subsurfaceMode == 1) {
|
||||
offset = 0.0005235 * lightmapYM + 0.0009765;
|
||||
shadowPos.z -= max(NdotL * 0.0001, 0.0) * lightmapYM;
|
||||
subsurfaceHighlight = lightFactor * 0.8;
|
||||
#ifndef SHADOW_FILTERING
|
||||
shadowPos.z -= 0.0002;
|
||||
#endif
|
||||
} else if (subsurfaceMode == 2) {
|
||||
leaves = true;
|
||||
offset = 0.0005235 * lightmapYM + 0.0009765;
|
||||
shadowPos.z -= 0.000175 * lightmapYM;
|
||||
subsurfaceHighlight = lightFactor * 0.6;
|
||||
#ifndef SHADOW_FILTERING
|
||||
NdotLM = mix(NdotL, NdotLM, 0.5);
|
||||
#endif
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
int shadowSampleBooster = int(subsurfaceMode > 0 && lViewPos < 10.0);
|
||||
#if SHADOW_QUALITY == 0
|
||||
int shadowSamples = 0; // We don't use SampleTAAFilteredShadow on Shadow Quality 0
|
||||
#elif SHADOW_QUALITY == 1
|
||||
int shadowSamples = 1 + shadowSampleBooster;
|
||||
#elif SHADOW_QUALITY == 2 || SHADOW_QUALITY == 3
|
||||
int shadowSamples = 2 + 2 * shadowSampleBooster;
|
||||
#elif SHADOW_QUALITY == 4
|
||||
int shadowSamples = 4 + 4 * shadowSampleBooster;
|
||||
#elif SHADOW_QUALITY == 5
|
||||
int shadowSamples = 8 + 8 * shadowSampleBooster;
|
||||
#endif
|
||||
|
||||
shadowMult *= GetShadow(shadowPos, lightmap.y, offset, shadowSamples, leaves);
|
||||
}
|
||||
|
||||
float shadowSmooth = 16.0;
|
||||
if (shadowLength < shadowSmooth) {
|
||||
float shadowMixer = max0(shadowLength / shadowSmooth);
|
||||
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (subsurfaceMode != 0) {
|
||||
float shadowMixerM = pow2(shadowMixer);
|
||||
|
||||
if (subsurfaceMode == 1) skyLightShadowMult *= mix(0.6 + 0.3 * pow2(noonFactor), 1.0, shadowMixerM);
|
||||
else skyLightShadowMult *= mix(NdotL * 0.4999 + 0.5, 1.0, shadowMixerM);
|
||||
|
||||
subsurfaceHighlight *= shadowMixer;
|
||||
}
|
||||
#endif
|
||||
|
||||
shadowMult = mix(vec3(skyLightShadowMult * shadowMultBeforeLighting), shadowMult, shadowMixer);
|
||||
}
|
||||
}
|
||||
#else
|
||||
shadowMult *= skyLightShadowMult;
|
||||
#endif
|
||||
|
||||
#ifdef CLOUD_SHADOWS
|
||||
shadowMult *= GetCloudShadow(playerPos);
|
||||
#endif
|
||||
|
||||
shadowMult *= max(NdotLM * shadowTime, 0.0);
|
||||
}
|
||||
#ifdef GBUFFERS_WATER
|
||||
else { // Low Quality Water
|
||||
shadowMult = vec3(pow2(lightmapY2) * max(NdotLM * shadowTime, 0.0));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef END_FLASH_SHADOW_INTERNAL
|
||||
shadowMult = mix(vec3(1.0), (shadowMult) * 2.0, endFlashIntensity);
|
||||
#endif
|
||||
|
||||
// Blocklight
|
||||
float lightmapXM;
|
||||
#if defined LIGHTMAP_CURVES && !defined GBUFFERS_TEXTURED
|
||||
if (!noSmoothLighting || oldSubsurfaceMode > 0 && !isLightSource) {
|
||||
float lx4 = pow2(pow2(lightmap.x));
|
||||
float lx8 = pow2(lx4);
|
||||
float vsBrightFactor = 2.8 - 0.6 * vsBrightness + XLIGHT_CURVE;
|
||||
|
||||
float transitionFactor = ((UPPER_LIGHTMAP_CURVE * 0.1 + 0.9) - 1.0) *
|
||||
mix(1.0, 10.0, float(int(max(0.0, UPPER_LIGHTMAP_CURVE - 0.01))));
|
||||
|
||||
float transitions = (pow2(lx8) * (10 - vsBrightness) * 2 +
|
||||
lx8 * (2.8 + XLIGHT_CURVE - vsBrightness) * 0.8 +
|
||||
lx4 * (2.8 + XLIGHT_CURVE - vsBrightness * 0.7)) * transitionFactor;
|
||||
|
||||
float lightmapXMSteep = max(0.0, pow2(pow2(lightmap.x * lightmap.x)) * vsBrightFactor + transitions);
|
||||
float lightmapXMCalm = lightmap.x * (2.8 - XLIGHT_CURVE + 0.6 * vsBrightness) * LOWER_LIGHTMAP_CURVE;
|
||||
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
|
||||
} else {
|
||||
float xLightCurveM = XLIGHT_CURVE > 0.999 ? XLIGHT_CURVE : sqrt2(XLIGHT_CURVE);
|
||||
lightmapXM = pow(lightmap.x, 3.0 * xLightCurveM) * 10.0 * pow(lightmap.x, pow2(UPPER_LIGHTMAP_CURVE)) * UPPER_LIGHTMAP_CURVE * (UPPER_LIGHTMAP_CURVE * 0.7 + 0.3);
|
||||
}
|
||||
#else
|
||||
if (!noSmoothLighting) {
|
||||
float lightmapXMSteep = pow2(pow2(lightmap.x * lightmap.x)) * (2.8 - 0.6 * vsBrightness + XLIGHT_CURVE);
|
||||
float lightmapXMCalm = lightmap.x * (2.8 + 0.6 * vsBrightness - XLIGHT_CURVE);
|
||||
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
|
||||
} else {
|
||||
float xLightCurveM = XLIGHT_CURVE > 0.999 ? XLIGHT_CURVE : sqrt2(XLIGHT_CURVE);
|
||||
lightmapXM = pow(lightmap.x, 3.0 * xLightCurveM) * 10.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
float daylightFactor = lightmapYM * invRainFactor * sunVisibility;
|
||||
emission *= 1.0 - 0.25 * daylightFactor; // Less emission under direct skylight
|
||||
|
||||
#ifdef GBUFFERS_TEXTURED
|
||||
lightmapXM *= 1.5 - 0.5 * daylightFactor; // Brighter lit particles
|
||||
#endif
|
||||
|
||||
#if defined DIRECTIONAL_LIGHTMAP_NORMALS && (defined GBUFFERS_TERRAIN || defined GBUFFERS_WATER || defined GBUFFERS_BLOCK)
|
||||
if (oldLightmap.x > 0.035) { // very specific value, do not change
|
||||
float lightmapDir = lightmapXM;
|
||||
#ifdef USE_FINE_DERIVATIVES
|
||||
vec2 dFdBlock = vec2(dFdxFine(oldLightmap.x), dFdyFine(oldLightmap.x)); // Get higher precision derivatives when available
|
||||
#else
|
||||
vec2 dFdBlock = vec2(dFdx(oldLightmap.x), dFdy(oldLightmap.x));
|
||||
#endif
|
||||
vec3 blockLightDir;
|
||||
|
||||
if (length(dFdBlock) < 1e-6) {
|
||||
vec3 blockCenterPos = floor(playerPos + cameraPosition + 0.001 * worldGeoNormal) - cameraPosition + 0.5; // + 0.001 fixes percision issues
|
||||
blockLightDir = blockCenterPos - worldGeoNormal * dot(worldGeoNormal, blockCenterPos - playerPos) - playerPos;
|
||||
blockLightDir = mat3(gbufferModelView) * blockLightDir;
|
||||
} else {
|
||||
#ifdef USE_FINE_DERIVATIVES
|
||||
blockLightDir = dFdxFine(viewPos) * dFdBlock.x + dFdyFine(viewPos) * dFdBlock.y; // Get higher precision derivatives when available
|
||||
#else
|
||||
blockLightDir = dFdx(viewPos) * dFdBlock.x + dFdy(viewPos) * dFdBlock.y;
|
||||
#endif
|
||||
}
|
||||
float dotNormal = dot(normalize(blockLightDir), normalM);
|
||||
|
||||
lightmapDir *= pow(dotNormal + 1.0, DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW + 0.25);
|
||||
lightmapXM = mix(lightmapXM, lightmapDir, 0.01 * max0(100.0 - lViewPos));
|
||||
}
|
||||
#endif
|
||||
|
||||
#if BLOCKLIGHT_FLICKERING > 0
|
||||
vec2 flickerNoiseBlock = texture2DLod(noisetex, vec2(frameTimeCounter * 0.06), 0.0).rb;
|
||||
lightmapXM *= mix(1.0, min1(max(flickerNoiseBlock.r, flickerNoiseBlock.g) * 1.7), pow2(BLOCKLIGHT_FLICKERING * 0.1));
|
||||
#endif
|
||||
|
||||
#ifdef RANDOM_BLOCKLIGHT
|
||||
float RandR = texture2DLod(noisetex, 0.00016 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_R;
|
||||
float RandG = texture2DLod(noisetex, 0.00029 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_G;
|
||||
float RandB = texture2DLod(noisetex, 0.00034 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_B;
|
||||
blocklightCol = vec3(RandR, RandG, RandB) * 0.875;
|
||||
#endif
|
||||
|
||||
vec3 blockLighting = lightmapXM * blocklightCol;
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
// Prepare
|
||||
#if defined GBUFFERS_HAND
|
||||
vec3 voxelPos = SceneToVoxel(vec3(0.0));
|
||||
#elif defined GBUFFERS_TEXTURED
|
||||
vec3 voxelPos = SceneToVoxel(playerPos);
|
||||
#else
|
||||
vec3 voxelPos = SceneToVoxel(playerPos);
|
||||
voxelPos = voxelPos + worldGeoNormal * 0.55; // should be close to 0.5 for ACT_CORNER_LEAK_FIX but 0.5 makes slabs flicker
|
||||
#endif
|
||||
|
||||
vec3 specialLighting = vec3(0.0);
|
||||
vec4 lightVolume = vec4(0.0);
|
||||
if (CheckInsideVoxelVolume(voxelPos)) {
|
||||
vec3 voxelPosM = clamp01(voxelPos / vec3(voxelVolumeSize));
|
||||
lightVolume = GetLightVolume(voxelPosM);
|
||||
lightVolume = sqrt(lightVolume);
|
||||
specialLighting = lightVolume.rgb;
|
||||
}
|
||||
|
||||
// Add extra articial light for blocks that request it
|
||||
lightmapXM = max(lightmapXM, mix(lightmapXM, 10.0, lightVolume.a));
|
||||
specialLighting *= 1.0 + 50.0 * lightVolume.a;
|
||||
|
||||
purkinjeOverwrite += 17.0 * lightVolume.a;
|
||||
|
||||
// Color Balance
|
||||
specialLighting = lightmapXM * 0.13 * DoLuminanceCorrection(specialLighting + blocklightCol * 0.05);
|
||||
|
||||
// Add some extra non-contrasty detail
|
||||
AddSpecialLightDetail(specialLighting, color.rgb, emission);
|
||||
|
||||
#if COLORED_LIGHT_SATURATION != 100
|
||||
specialLighting = mix(blockLighting, specialLighting, COLORED_LIGHT_SATURATION * 0.01);
|
||||
#endif
|
||||
|
||||
// Serve with distance fade
|
||||
vec3 absPlayerPosM = abs(playerPos);
|
||||
#if COLORED_LIGHTING_INTERNAL <= 512
|
||||
absPlayerPosM.y *= 2.0;
|
||||
#elif COLORED_LIGHTING_INTERNAL == 768
|
||||
absPlayerPosM.y *= 3.0;
|
||||
#elif COLORED_LIGHTING_INTERNAL == 1024
|
||||
absPlayerPosM.y *= 4.0;
|
||||
#endif
|
||||
float maxPlayerPos = max(absPlayerPosM.x, max(absPlayerPosM.y, absPlayerPosM.z));
|
||||
float blocklightDecider = pow2(min1(maxPlayerPos / effectiveACTdistance * 2.0));
|
||||
//if (heldItemId != 40000 || heldItemId2 == 40000) // Hold spider eye to see vanilla lighting
|
||||
blockLighting = mix(specialLighting, blockLighting, blocklightDecider);
|
||||
//if (heldItemId2 == 40000 && heldItemId != 40000) blockLighting = lightVolume.rgb; // Hold spider eye to see light volume
|
||||
#endif
|
||||
|
||||
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && defined END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT && (defined GBUFFERS_BLOCK || defined GBUFFERS_ENTITIES || defined GBUFFERS_TERRAIN || defined GBUFFERS_HAND)
|
||||
blockLighting = mix(blockLighting, lightmapXM * clamp01(saturateColors(endCenterCol, 1.3)), clamp01(endCenterLightDist) * enderDragonDead);
|
||||
#endif
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
#if !defined DO_PIXELATION_EFFECTS || !defined PIXELATED_BLOCKLIGHT
|
||||
vec3 playerPosForHeldLighting = playerPos;
|
||||
#else
|
||||
vec3 playerPosForHeldLighting = playerPosPixelated;
|
||||
#endif
|
||||
|
||||
vec3 heldLighting = GetHeldLighting(playerPosForHeldLighting, color.rgb, emission, worldGeoNormal, normalM, viewPos);
|
||||
|
||||
#ifdef GBUFFERS_HAND
|
||||
blockLighting *= 0.5;
|
||||
heldLighting *= 2.0;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 minLighting = GetMinimumLighting(lightmapYM, playerPos);
|
||||
vec3 shadowLightMult = shadowMult;
|
||||
float shadowMultFloat = min1(GetLuminance(shadowMult));
|
||||
|
||||
// Lighting Tweaks
|
||||
#ifdef OVERWORLD
|
||||
ambientMult = mix(lightmapYM, pow2(lightmapYM) * lightmapYM, rainFactor);
|
||||
|
||||
#if SHADOW_QUALITY == -1
|
||||
float tweakFactor = 1.0 + 0.6 * (1.0 - pow2(pow2(pow2(noonFactor))));
|
||||
lightColorM /= tweakFactor;
|
||||
ambientMult *= mix(tweakFactor, 1.0, 0.5 * NdotUmax0);
|
||||
#endif
|
||||
|
||||
#if AMBIENT_MULT != 100
|
||||
#if AMBIENT_MULT < 100
|
||||
#define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.006
|
||||
vec3 shadowMultP = shadowMult / (0.1 + 0.9 * sqrt2(max0(NdotLM)));
|
||||
ambientMult *= 1.0 + pow2(pow2(max0(1.0 - dot(shadowMultP, shadowMultP)))) * AMBIENT_MULT_M *
|
||||
(0.5 + 0.2 * sunFactor + 0.8 * noonFactor) * (1.0 - rainFactor * 0.5);
|
||||
#else
|
||||
#define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.002
|
||||
shadowLightMult = mix(shadowLightMult, vec3(1.0), AMBIENT_MULT_M);
|
||||
lightColorM = mix(lightColorM, GetLuminance(lightColorM) * DoLuminanceCorrection(ambientColorM), (1.0 - shadowMultFloat) * AMBIENT_MULT_M);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
if (isEyeInWater != 1) {
|
||||
float lxFactor = (sunVisibility2 * 0.4 + (0.6 - 0.6 * pow2(invNoonFactor))) * (6.0 - 5.0 * rainFactor);
|
||||
lxFactor *= lightmapY2 + lightmapY2 * 2.0 * pow2(shadowMultFloat);
|
||||
lxFactor = max0(lxFactor - emission * 1000000.0);
|
||||
blockLighting *= pow(lightmapXM / 60.0 + 0.001, 0.09 * lxFactor);
|
||||
|
||||
// Less light in the distance / more light closer to the camera during rain or night to simulate thicker fog
|
||||
float rainLF = 0.1 * rainFactor;
|
||||
float lightFogTweaks = 1.0 + max0(96.0 - lViewPos) * (0.002 * (1.0 - sunVisibility2) + 0.0104 * rainLF) - rainLF;
|
||||
ambientMult *= lightFogTweaks;
|
||||
lightColorM *= lightFogTweaks;
|
||||
}
|
||||
#endif
|
||||
#ifdef END
|
||||
#if defined IS_IRIS && MC_VERSION >= 12109
|
||||
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
|
||||
worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
|
||||
float endFlashDirectionFactor = max0(1.0 + dot(worldGeoNormal, normalize(worldEndFlashPosition))) * 0.5;
|
||||
endFlashDirectionFactor = pow2(pow2(endFlashDirectionFactor));
|
||||
|
||||
vec3 endFlashColor = (endOrangeCol + 0.5 * endLightColor) * endFlashIntensity * pow2(lightmapYM);
|
||||
ambientColorM += endFlashColor * (0.2 * endFlashDirectionFactor);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_HAND
|
||||
ambientMult *= 1.3; // To improve held map visibility
|
||||
#endif
|
||||
|
||||
// Directional Shading
|
||||
float directionShade = 1.0;
|
||||
#ifdef DIRECTIONAL_SHADING
|
||||
if (!noDirectionalShading) {
|
||||
float absNdotE2 = pow2(absNdotE);
|
||||
|
||||
#if !defined NETHER
|
||||
float NdotUM = 0.75 + NdotU * 0.25;
|
||||
#else
|
||||
float NdotUM = 0.75 + abs(NdotU + 0.5) * 0.16666;
|
||||
#endif
|
||||
float NdotNM = 1.0 + 0.075 * absNdotN;
|
||||
float NdotEM = 1.0 - 0.1 * absNdotE2;
|
||||
directionShade = NdotUM * NdotEM * NdotNM;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
lightColorM *= 1.0 + absNdotE2 * 0.75;
|
||||
#elif defined NETHER
|
||||
directionShade *= directionShade;
|
||||
ambientColorM += lavaLightColor * pow2(absNdotN * 0.5 + max0(-NdotU)) * (0.7 + 0.35 * vsBrightness);
|
||||
#endif
|
||||
|
||||
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
|
||||
float cpbrAmbFactor = NdotN * NPdotU;
|
||||
cpbrAmbFactor = 1.0 - 0.3 * cpbrAmbFactor;
|
||||
ambientColorM *= cpbrAmbFactor;
|
||||
minLighting *= cpbrAmbFactor;
|
||||
#endif
|
||||
|
||||
#if defined OVERWORLD && defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
|
||||
// Fake bounced light
|
||||
ambientColorM = mix(ambientColorM, lightColorM, (0.05 + 0.03 * subsurfaceMode) * absNdotN * lightmapY2);
|
||||
|
||||
// Get a bit more natural looking lighting during noon
|
||||
lightColorM *= 1.0 + max0(1.0 - subsurfaceMode) * pow(noonFactor, 20.0) * (pow2(absNdotN) * 0.8 - absNdotE2 * 0.2);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scene Lighting Stuff
|
||||
vec3 sceneLighting = lightColorM * shadowLightMult + ambientColorM * ambientMult;
|
||||
float dotSceneLighting = dot(sceneLighting, sceneLighting);
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
blockLighting = sqrt(pow2(blockLighting) + heldLighting);
|
||||
#endif
|
||||
|
||||
blockLighting *= XLIGHT_I;
|
||||
|
||||
#ifdef BLOCKLIGHT_CAUSTICS
|
||||
if (isEyeInWater == 1) {
|
||||
vec3 worldPos = playerPos + cameraPosition;
|
||||
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
|
||||
worldPos = playerPosPixelated + cameraPosition;
|
||||
#endif
|
||||
|
||||
float causticTime = frameTimeCounter * 0.045;
|
||||
mat2 rot = rotate(causticTime * 35);
|
||||
|
||||
vec3 absNormal = abs(worldGeoNormal);
|
||||
vec2 basePos = absNormal.y > max(absNormal.x, absNormal.z) ? worldPos.xz :
|
||||
absNormal.x > absNormal.z ? worldPos.yz : worldPos.xy;
|
||||
|
||||
basePos *= 1.35;
|
||||
|
||||
// Opposing directional movement for the two layers
|
||||
vec2 causticWind1 = vec2(causticTime * 0.3, causticTime * 0.15);
|
||||
vec2 causticWind2 = vec2(-causticTime * 0.17, -causticTime * 0.22);
|
||||
|
||||
vec2 cPos1 = basePos * 0.10 + causticWind1;
|
||||
vec2 cPos2 = basePos * 0.05 + causticWind2;
|
||||
|
||||
float gradientNoise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
|
||||
#ifdef TAA
|
||||
gradientNoise = fract(gradientNoise + 0.618034 * mod(float(frameCounter), 3600.0));
|
||||
#endif
|
||||
|
||||
float caustic = 0.0;
|
||||
int causticSamples = 4;
|
||||
|
||||
for (int i = 0; i < causticSamples; i++) {
|
||||
vec2 offset1 = causticOffsetDist(gradientNoise + float(i), causticSamples);
|
||||
vec2 offset2 = causticOffsetDist(gradientNoise + float(i) + 0.5, causticSamples);
|
||||
|
||||
offset1 = rot * offset1;
|
||||
offset2 = rot * offset2;
|
||||
|
||||
vec4 sample1a = texture2D(gaux4, cPos1 + offset1);
|
||||
vec4 sample1b = texture2D(gaux4, cPos1 - offset1);
|
||||
vec4 sample2a = texture2D(gaux4, cPos2 + offset2);
|
||||
vec4 sample2b = texture2D(gaux4, cPos2 - offset2);
|
||||
|
||||
float caustic1 = dot(sample1a.rg - sample1b.rg, vec2(6.0));
|
||||
float caustic2 = dot(sample2a.rg - sample2b.rg, vec2(6.0));
|
||||
|
||||
caustic += caustic1 + caustic2;
|
||||
}
|
||||
|
||||
caustic /= causticSamples;
|
||||
|
||||
caustic = clamp(caustic, -0.15, 2.0) * 0.52 + 0.587;
|
||||
blockLighting *= caustic * WATER_CAUSTIC_STRENGTH;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
sceneLighting *= lightColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_LIGHT
|
||||
sceneLighting *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
// Vanilla Ambient Occlusion
|
||||
float vanillaAO = 1.0;
|
||||
#if VANILLAAO_I > 0
|
||||
vanillaAO = glColor.a;
|
||||
|
||||
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_AO
|
||||
vanillaAO = TexelSnap(vanillaAO, pixelationOffset);
|
||||
#endif
|
||||
|
||||
if (subsurfaceMode != 0) vanillaAO = mix(min1(vanillaAO * 1.15), 1.0, shadowMultFloat);
|
||||
else if (!noVanillaAO) {
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
vanillaAO = min1(vanillaAO + 0.08);
|
||||
#ifdef OVERWORLD
|
||||
vanillaAO = pow(
|
||||
pow1_5(vanillaAO),
|
||||
1.0 + dotSceneLighting * 0.02 + NdotUmax0 * (0.15 + 0.25 * pow2(noonFactor * pow2(lightmapY2)))
|
||||
);
|
||||
#elif defined NETHER
|
||||
vanillaAO = pow(
|
||||
pow1_5(vanillaAO),
|
||||
1.0 + NdotUmax0 * 0.5
|
||||
);
|
||||
#else
|
||||
vanillaAO = pow(
|
||||
vanillaAO,
|
||||
0.75 + NdotUmax0 * 0.25
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
vanillaAO = vanillaAO * 0.9 + 0.1;
|
||||
|
||||
#if VANILLAAO_I != 100
|
||||
#define VANILLAAO_IM VANILLAAO_I * 0.01
|
||||
vanillaAO = pow(vanillaAO, VANILLAAO_IM);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef RAIN_ATMOSPHERE
|
||||
vanillaAO += lightningAdd.y * 0.1 * (-vanillaAO + 1);
|
||||
#endif
|
||||
|
||||
// Light Highlight
|
||||
vec3 lightHighlight = vec3(0.0);
|
||||
#ifdef LIGHT_HIGHLIGHT
|
||||
float specularHighlight = GGX(normalM, nViewPos, lightVec, NdotLmax0, smoothnessG);
|
||||
|
||||
specularHighlight *= highlightMult;
|
||||
|
||||
lightHighlight = isEyeInWater != 1 ? shadowMult : pow(shadowMult, vec3(0.25)) * 0.35;
|
||||
lightHighlight *= (subsurfaceHighlight * subsurfaceColor + specularHighlight) * highlightColor;
|
||||
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
lightHighlight *= lightColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_REFLECTION
|
||||
lightHighlight *= pow2(moonPhaseInfluence);
|
||||
#endif
|
||||
#if BLOOD_MOON > 0
|
||||
lightHighlight *= mix(vec3(1.0), vec3(1.0, 0.1294, 0.1294), getBloodMoon(sunVisibility));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Mix Colors
|
||||
vec3 finalDiffuse = pow2(directionShade * vanillaAO) * (blockLighting + pow2(sceneLighting) + minLighting) + pow2(emission);
|
||||
finalDiffuse = sqrt(max(finalDiffuse, vec3(0.0))); // sqrt() for a bit more realistic light mix, max() to prevent NaNs
|
||||
|
||||
// Apply Lighting
|
||||
color.rgb *= finalDiffuse;
|
||||
color.rgb += lightHighlight;
|
||||
color.rgb *= pow2(1.0 - darknessLightFactor);
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
vec3 GetMinimumLighting(float lightmapYM, vec3 playerPos) {
|
||||
float fadeMinLightDistance = 1.0;
|
||||
#if DISTANCE_MIN_LIGHT > 0
|
||||
float blockMinLightFadeDistance = 250;
|
||||
float distMinLightIntensity = DISTANCE_MIN_LIGHT * 0.1;
|
||||
fadeMinLightDistance = max(1.0 - length(playerPos) / blockMinLightFadeDistance, 0.0);
|
||||
fadeMinLightDistance = exp((1.0 - fadeMinLightDistance) * -15.0 * distMinLightIntensity) * (1.0 - nightVision) + nightVision;
|
||||
#endif
|
||||
|
||||
#if !defined END && CAVE_LIGHTING > 0
|
||||
vec3 minLighting = vec3(0.005625 + vsBrightness * 0.043) * fadeMinLightDistance;
|
||||
#if CAVE_LIGHTING != 100
|
||||
#define CAVE_LIGHTING_M CAVE_LIGHTING * 0.01
|
||||
minLighting *= CAVE_LIGHTING_M;
|
||||
#endif
|
||||
minLighting *= vec3(0.45, 0.475, 0.6);
|
||||
minLighting *= 1.0 - lightmapYM;
|
||||
#else
|
||||
vec3 minLighting = vec3(0.0);
|
||||
#endif
|
||||
|
||||
minLighting += nightVision * vec3(0.5, 0.5, 0.75);
|
||||
|
||||
return minLighting;
|
||||
}
|
||||
@@ -0,0 +1,110 @@
|
||||
vec3 GetShadowPos(vec3 playerPos) {
|
||||
vec3 shadowPos = PlayerToShadow(playerPos);
|
||||
float distb = sqrt(shadowPos.x * shadowPos.x + shadowPos.y * shadowPos.y);
|
||||
float distortFactor = distb * shadowMapBias + (1.0 - shadowMapBias);
|
||||
shadowPos.xy /= distortFactor;
|
||||
shadowPos.z *= 0.2;
|
||||
return shadowPos * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec3 SampleShadow(vec3 shadowPos, float colorMult, float colorPow) {
|
||||
float shadow0 = shadow2D(shadowtex0, vec3(shadowPos.st, shadowPos.z)).x;
|
||||
|
||||
vec3 shadowcol = vec3(0.0);
|
||||
if (shadow0 < 1.0) {
|
||||
float shadow1 = shadow2D(shadowtex1, vec3(shadowPos.st, shadowPos.z)).x;
|
||||
if (shadow1 > 0.9999) {
|
||||
shadowcol = texture2D(shadowcolor0, shadowPos.st).rgb * shadow1;
|
||||
|
||||
shadowcol *= colorMult;
|
||||
shadowcol = pow(shadowcol, vec3(colorPow));
|
||||
}
|
||||
}
|
||||
|
||||
return shadowcol * (1.0 - shadow0) + shadow0;
|
||||
}
|
||||
|
||||
float InterleavedGradientNoiseForShadows() {
|
||||
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
|
||||
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED && defined TAA
|
||||
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
|
||||
#else
|
||||
return fract(n);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec2 offsetDist(float x, int s) {
|
||||
float n = fract(x * 2.427) * 3.1415;
|
||||
return vec2(cos(n), sin(n)) * 1.4 * x / s;
|
||||
}
|
||||
|
||||
vec3 SampleTAAFilteredShadow(vec3 shadowPos, float offset, int shadowSamples, bool leaves, float colorMult, float colorPow) {
|
||||
vec3 shadow = vec3(0.0);
|
||||
float gradientNoise = InterleavedGradientNoiseForShadows();
|
||||
|
||||
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED
|
||||
offset *= 1.3875;
|
||||
#else
|
||||
shadowSamples *= 2;
|
||||
offset *= 0.69375;
|
||||
#endif
|
||||
|
||||
float shadowPosZM = shadowPos.z;
|
||||
for (int i = 0; i < shadowSamples; i++) {
|
||||
vec2 offset2 = offsetDist(gradientNoise + i, shadowSamples) * offset;
|
||||
if (leaves) shadowPosZM = shadowPos.z - 0.12 * offset * (gradientNoise + i) / shadowSamples;
|
||||
shadow += SampleShadow(vec3(shadowPos.st + offset2, shadowPosZM), colorMult, colorPow);
|
||||
shadow += SampleShadow(vec3(shadowPos.st - offset2, shadowPosZM), colorMult, colorPow);
|
||||
}
|
||||
|
||||
shadow /= shadowSamples * 2.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec2 shadowOffsets[4] = vec2[4](
|
||||
vec2( 1.0, 0.0),
|
||||
vec2( 0.0, 1.0),
|
||||
vec2(-1.0, 0.0),
|
||||
vec2( 0.0,-1.0));
|
||||
|
||||
vec3 SampleBasicFilteredShadow(vec3 shadowPos, float offset) {
|
||||
float shadow = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
shadow += shadow2D(shadowtex0, vec3(offset * shadowOffsets[i] + shadowPos.st, shadowPos.z)).x;
|
||||
}
|
||||
|
||||
return vec3(shadow * 0.25);
|
||||
}
|
||||
|
||||
vec3 GetShadow(vec3 shadowPos, float lightmapY, float offset, int shadowSamples, bool leaves) {
|
||||
#if SHADOW_QUALITY > 0
|
||||
#if ENTITY_SHADOW <= 1 && defined GBUFFERS_BLOCK
|
||||
offset *= 4.0;
|
||||
#else
|
||||
#ifdef OVERWORLD
|
||||
offset *= 1.0 + rainFactor2
|
||||
#ifdef SUN_MOON_DURING_RAIN
|
||||
* 2.0
|
||||
#else
|
||||
* 4.0
|
||||
#endif
|
||||
;
|
||||
#else
|
||||
offset *= 3.0;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float colorMult = 2.5 + 5.5 * pow1_5(lightmapY) + 2.0 * pow2(lightmapY); // 423HDSS: Shadow color strength is stored 10 times lower to allow for water shadows going above 1.0
|
||||
float colorPow = mix(1.5 + 0.5 * float(isEyeInWater == 0), 0.5, pow2(pow2(lightmapY)));
|
||||
|
||||
#if SHADOW_QUALITY >= 1
|
||||
vec3 shadow = SampleTAAFilteredShadow(shadowPos, offset, shadowSamples, leaves, colorMult, colorPow);
|
||||
#else
|
||||
vec3 shadow = SampleBasicFilteredShadow(shadowPos, offset);
|
||||
#endif
|
||||
|
||||
return shadow;
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
if (blockEntityId < 5028) {
|
||||
if (blockEntityId < 5012) {
|
||||
if (blockEntityId < 5004) {
|
||||
if (blockEntityId == 5000) { //
|
||||
|
||||
} else { // blockEntityId < 5000
|
||||
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId == 5004) { // Signs
|
||||
noSmoothLighting = true;
|
||||
|
||||
if (glColor.r + glColor.g + glColor.b <= 2.99 || lmCoord.x > 0.999) { // Sign Text
|
||||
#include "/lib/materials/specificMaterials/others/signText.glsl"
|
||||
}
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
} else /*if (blockEntityId == 5008)*/ { // Chest
|
||||
noSmoothLighting = true;
|
||||
|
||||
smoothnessG = pow2(color.g);
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
redstoneIPBR(color.rgb, emission);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId < 5020) {
|
||||
if (blockEntityId == 5012) { // Ender Chest
|
||||
noSmoothLighting = true;
|
||||
|
||||
float factor = min(pow2(color.g), 0.25);
|
||||
smoothnessG = factor * 2.0;
|
||||
|
||||
if (color.g > color.r || color.b > color.g)
|
||||
emission = pow2(factor) * 20.0;
|
||||
emission += 0.35;
|
||||
#if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
|
||||
overlayNoiseIntensity = 0.7;
|
||||
if (dot(normal, upVec) > 0.99) {
|
||||
#if SNOW_CONDITION < 2 && SNOW_CONDITION != 0
|
||||
emission = mix(emission, emission * 0.8, inSnowy);
|
||||
#elif SNOW_CONDITION == 0
|
||||
emission = mix(emission, emission * 0.8, rainFactor * inSnowy);
|
||||
#else
|
||||
emission *= 0.8;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
} else /*if (blockEntityId == 5016)*/ { // Shulker Box+, Banner+, Head+, Bed+
|
||||
noSmoothLighting = true;
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.2;
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId == 5020) { // Conduit
|
||||
noSmoothLighting = true;
|
||||
lmCoordM.x = 0.9;
|
||||
|
||||
if (color.b > color.r) { // Conduit:Wind, Conduit:Blue Pixels of The Eye
|
||||
emission = color.r * 16.0;
|
||||
} else if (color.r > color.b * 2.5) { // Conduit:Red Pixels of The Eye
|
||||
emission = 20.0;
|
||||
color.rgb *= vec3(1.0, 0.25, 0.1);
|
||||
}
|
||||
overlayNoiseIntensity = 0.3;
|
||||
} else /*if (blockEntityId == 5024)*/ { // End Portal, End Gateway
|
||||
#ifdef SPECIAL_PORTAL_EFFECTS
|
||||
#include "/lib/materials/specificMaterials/others/endPortalEffect.glsl"
|
||||
#endif
|
||||
overlayNoiseIntensity = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId < 5044) {
|
||||
if (blockEntityId < 5036) {
|
||||
if (blockEntityId == 5028) { // Bell
|
||||
if (color.r + color.g > color.b + 0.5) { // Bell:Golden Part
|
||||
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/stone.glsl"
|
||||
}
|
||||
} else /*if (blockEntityId == 5032)*/ { // Copper Chest+, Copper Golem+
|
||||
#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId == 5036) { //
|
||||
|
||||
} else /*if (blockEntityId == 5040)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId < 5052) {
|
||||
if (blockEntityId == 5044) { //
|
||||
|
||||
} else /*if (blockEntityId == 5048)*/ { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (blockEntityId == 5052) { //
|
||||
|
||||
} else if (blockEntityId == 10548) { // Enchanting Table:Book
|
||||
smoothnessG = pow2(color.g) * 0.35;
|
||||
|
||||
if (color.b < 0.0001 && color.r > color.g) {
|
||||
emission = color.g * 3.5;
|
||||
}
|
||||
overlayNoiseIntensity = 0.3;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,146 @@
|
||||
#ifdef POM
|
||||
#include "/lib/materials/materialMethods/pomEffects.glsl"
|
||||
#endif
|
||||
|
||||
#include "/lib/materials/materialMethods/customEmission.glsl"
|
||||
|
||||
void GetCustomMaterials(inout vec4 color, inout vec3 normalM, inout vec2 lmCoordM, inout float NdotU, inout vec3 shadowMult, inout float smoothnessG, inout float smoothnessD, inout float highlightMult, inout float emission, inout float materialMask, vec3 viewPos, float lViewPos) {
|
||||
vec2 texCoordM = texCoord;
|
||||
|
||||
#ifdef POM
|
||||
float parallaxFade, parallaxTexDepth;
|
||||
vec2 parallaxLocalCoord;
|
||||
vec3 parallaxTraceCoordDepth;
|
||||
vec4 normalMap;
|
||||
bool skipPom = false;
|
||||
|
||||
if (!skipPom) {
|
||||
texCoordM = vTexCoord.xy * vTexCoordAM.zw + vTexCoordAM.xy;
|
||||
|
||||
parallaxFade = pow2(lViewPos / POM_DISTANCE);
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
if (entityId == 50008) parallaxFade = 1.1; // Item Frame, Glow Item Frame
|
||||
#endif
|
||||
#ifdef GBUFFERS_BLOCK
|
||||
if (blockEntityId == 5004) parallaxFade = 1.1; // Signs
|
||||
#endif
|
||||
#ifdef GBUFFERS_HAND
|
||||
if (heldItemId == 40004 || heldItemId2 == 40004) parallaxFade = 1.1; // Filled Map
|
||||
#endif
|
||||
|
||||
parallaxTraceCoordDepth = vec3(texCoordM, 1.0);
|
||||
parallaxLocalCoord = vTexCoord.st;
|
||||
|
||||
normalMap = ReadNormal(vTexCoord.st);
|
||||
parallaxFade += pow(normalMap.a, 64.0);
|
||||
|
||||
if (parallaxFade < 1.0) {
|
||||
float dither = Bayer64(gl_FragCoord.xy);
|
||||
#ifdef TAA
|
||||
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
|
||||
#endif
|
||||
|
||||
parallaxLocalCoord = GetParallaxCoord(parallaxFade, dither, texCoordM, parallaxTexDepth, parallaxTraceCoordDepth);
|
||||
|
||||
normalMap = textureGrad(normals, texCoordM, dcdx, dcdy);
|
||||
color = textureGrad(tex, texCoordM, dcdx, dcdy);
|
||||
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_BLOCK
|
||||
color.rgb *= glColor.rgb;
|
||||
#else
|
||||
color *= glColor;
|
||||
#endif
|
||||
|
||||
shadowMult *= GetParallaxShadow(parallaxFade, dither, normalMap.a, parallaxLocalCoord, lightVec, tbnMatrix);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Normal Map
|
||||
#if NORMAL_MAP_STRENGTH != 0
|
||||
#ifdef POM
|
||||
else normalMap = texture2D(normals, texCoordM);
|
||||
#else
|
||||
vec4 normalMap = texture2D(normals, texCoordM);
|
||||
#endif
|
||||
|
||||
normalM = normalMap.xyz;
|
||||
normalM += vec3(0.5, 0.5, 0.0);
|
||||
normalM = pow(normalM, vec3(NORMAL_MAP_STRENGTH * 0.007)); // 70% strength by default
|
||||
normalM -= vec3(0.5, 0.5, 0.0);
|
||||
normalM = normalM * 2.0 - 1.0;
|
||||
|
||||
#if RP_MODE == 3 // labPBR
|
||||
if (normalM.x + normalM.y > -1.999) {
|
||||
if (length(normalM.xy) > 1.0) normalM.xy = normalize(normalM.xy);
|
||||
normalM.z = sqrt(1.0 - dot(normalM.xy, normalM.xy));
|
||||
normalM.xyz = normalize(clamp(normalM.xyz, vec3(-1.0), vec3(1.0)));
|
||||
} else normalM = vec3(0.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#if defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
|
||||
if (!skipPom) {
|
||||
float slopeThreshold = max(1.0 / POM_QUALITY, 1.0/255.0);
|
||||
if (parallaxTexDepth - parallaxTraceCoordDepth.z > slopeThreshold) {
|
||||
vec3 slopeNormal = GetParallaxSlopeNormal(parallaxLocalCoord, parallaxTraceCoordDepth.z, viewVector);
|
||||
normalM = mix(normalM, slopeNormal, 0.5 * pow2(max0(1.0 - parallaxFade * 2.0)));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
normalM = clamp(normalize(normalM * tbnMatrix), vec3(-1.0), vec3(1.0));
|
||||
|
||||
NdotU = dot(normalM, upVec);
|
||||
NdotUmax0 = max0(NdotU);
|
||||
#endif
|
||||
|
||||
#if DIRECTIONAL_BLOCKLIGHT > 0
|
||||
mat3 lightmapTBN = mat3(normalize(dFdx(viewPos)), normalize(dFdy(viewPos)), vec3(0.0));
|
||||
lightmapTBN[2] = cross(lightmapTBN[0], lightmapTBN[1]);
|
||||
|
||||
float lmCoordXDir = lmCoordM.x;
|
||||
vec2 deriv = vec2(dFdx(lmCoordXDir), dFdy(lmCoordXDir)) * 256.0;
|
||||
vec3 dir = normalize(vec3(deriv.x * lightmapTBN[0] +
|
||||
0.0005 * lightmapTBN[2] +
|
||||
deriv.y * lightmapTBN[1]));
|
||||
|
||||
float pwr = clamp(dot(normalM, dir), -1.0, 1.0);
|
||||
float absPwr = abs(pwr);
|
||||
if (absPwr > 0.0) pwr = pow(absPwr, 9.0 / DIRECTIONAL_BLOCKLIGHT) * sign(pwr) * lmCoordXDir;
|
||||
if (length(deriv) > 0.001) lmCoordXDir = pow(max(lmCoordXDir, 0.00001), 1.0 - pwr);
|
||||
|
||||
lmCoordM.x = mix(lmCoordM.x, lmCoordXDir, 0.01 * max0(100.0 - pow2(lViewPos)));
|
||||
#endif
|
||||
|
||||
// Specular Map
|
||||
vec4 specularMap = texture2D(specular, texCoordM);
|
||||
|
||||
float smoothnessM = pow2(specularMap.r);
|
||||
smoothnessG = smoothnessM;
|
||||
smoothnessD = smoothnessM;
|
||||
highlightMult = 1.0 + 2.5 * specularMap.r;
|
||||
|
||||
#if RP_MODE == 3 // labPBR
|
||||
highlightMult *= 0.5 + 0.5 * specularMap.g;
|
||||
#endif
|
||||
|
||||
emission = GetCustomEmission(specularMap, texCoordM);
|
||||
|
||||
#ifndef GBUFFERS_WATER
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
|
||||
if (
|
||||
materialMask > OSIEBCA * 240.1
|
||||
&& specularMap.g < 0.01
|
||||
) return;
|
||||
#endif
|
||||
|
||||
#if RP_MODE == 2 // seuspbr
|
||||
materialMask = specularMap.g * OSIEBCA * 240.0;
|
||||
#elif RP_MODE == 3 // labPBR
|
||||
if (specularMap.g < OSIEBCA * 229.1) {
|
||||
materialMask = specularMap.g * OSIEBCA * 214.0;
|
||||
} else {
|
||||
materialMask = specularMap.g - OSIEBCA * 15.0;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
if (abs(materialMaskInt - 149.5) < 50.0) { // Entity Reflection Handling (see common.glsl for details)
|
||||
materialMaskInt -= 100;
|
||||
entityOrParticle = true;
|
||||
}
|
||||
|
||||
if (materialMaskInt != 0) {
|
||||
if (materialMaskInt < 9) {
|
||||
if (materialMaskInt < 5) {
|
||||
if (materialMaskInt < 3) {
|
||||
if (materialMaskInt == 1) { // Intense Fresnel
|
||||
intenseFresnel = 1.0;
|
||||
} else /*if (materialMaskInt == 2)*/ { // Copper Fresnel
|
||||
intenseFresnel = 1.0;
|
||||
reflectColor = mix(vec3(0.5, 0.75, 0.5), vec3(1.0, 0.45, 0.3), sqrt1(smoothnessD));
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt == 3) { // Gold Fresnel
|
||||
intenseFresnel = 1.0;
|
||||
reflectColor = vec3(1.0, 0.8, 0.5);
|
||||
} else /*if (materialMaskInt == 4)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt < 7) {
|
||||
if (materialMaskInt == 5) { // Redstone Fresnel
|
||||
intenseFresnel = 1.0;
|
||||
reflectColor = vec3(1.0, 0.3, 0.2);
|
||||
} else /*if (materialMaskInt == 6)*/ { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt == 7) { //
|
||||
|
||||
} else /*if (materialMaskInt == 8)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt < 13) {
|
||||
if (materialMaskInt < 11) {
|
||||
if (materialMaskInt == 9) { //
|
||||
|
||||
} else /*if (materialMaskInt == 10)*/ { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt == 11) { //
|
||||
|
||||
} else /*if (materialMaskInt == 12)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt < 15) {
|
||||
if (materialMaskInt == 13) { //
|
||||
|
||||
} else /*if (materialMaskInt == 14)*/ { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (materialMaskInt == 15) { //
|
||||
|
||||
} else { // materialMaskInt >= 16 && <= 240
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
if (materialMaskInt <= 240) {
|
||||
#ifdef IPBR
|
||||
#include "/lib/materials/materialHandling/deferredIPBR.glsl"
|
||||
#elif defined CUSTOM_PBR
|
||||
#if RP_MODE == 2 // seuspbr
|
||||
float metalness = materialMaskInt / 240.0;
|
||||
|
||||
intenseFresnel = metalness;
|
||||
#elif RP_MODE == 3 // labPBR
|
||||
float metalness = float(materialMaskInt >= 215);
|
||||
|
||||
intenseFresnel = materialMaskInt / 240.0;
|
||||
#endif
|
||||
reflectColor = mix(vec3(1.0), color.rgb / (max(color.r, max(color.g, color.b)) + 0.00001), metalness);
|
||||
#endif
|
||||
} else {
|
||||
if (materialMaskInt == 251) { // No SSAO, Reduce Reflection
|
||||
entityOrParticle = true;
|
||||
} else if (materialMaskInt == 254) { // No SSAO, No TAA, Reduce Reflection
|
||||
ssao = 1.0;
|
||||
entityOrParticle = true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,498 @@
|
||||
#include "/lib/shaderSettings/entityMaterials.glsl"
|
||||
if (entityId < 50128) { // 50000 to 50128
|
||||
if (entityId < 50064) { // 50000 to 50064
|
||||
if (entityId < 50032) { // 50000 to 50032
|
||||
if (entityId < 50016) { // 50000 to 50016
|
||||
if (entityId < 50008) { // 50000 to 50008
|
||||
if (entityId == 50000) { // End Crystal
|
||||
lmCoordM.x *= 0.7;
|
||||
|
||||
if (color.g * 1.2 < color.r) {
|
||||
emission = 12.0 * color.g;
|
||||
color.r *= 1.1;
|
||||
}
|
||||
emission *= END_CRYSTAL_EMISSION;
|
||||
} else if (entityId == 50004) { // Lightning Bolt
|
||||
#include "/lib/materials/specificMaterials/others/lightningBolt.glsl"
|
||||
}
|
||||
} else { // 50008 to 50016
|
||||
if (entityId == 50008) { // Item Frame, Glow Item Frame
|
||||
noSmoothLighting = true;
|
||||
} else if (entityId == 50012) { // Iron Golem
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
|
||||
smoothnessD *= 0.4;
|
||||
} else { // 50015 - Armor Stand
|
||||
// Do nothing for now
|
||||
}
|
||||
}
|
||||
} else { // 50016 to 50032
|
||||
if (entityId < 50024) { // 50016 to 50024
|
||||
if (entityId == 50016 || entityId == 50017) { // Player
|
||||
if (entityColor.a < 0.001) {
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.5;
|
||||
#endif
|
||||
|
||||
if (CheckForColor(texelFetch(tex, ivec2(0, 0), 0).rgb, vec3(23, 46, 92))) {
|
||||
for (int i = 63; i >= 56; i--) {
|
||||
vec3 dif = color.rgb - texelFetch(tex, ivec2(i, 0), 0).rgb;
|
||||
if (dif == clamp(dif, vec3(-0.001), vec3(0.001))) {
|
||||
emission = 2.0 * texelFetch(tex, ivec2(i, 1), 0).r;
|
||||
}
|
||||
}
|
||||
}
|
||||
bool selfCheck = false;
|
||||
#if IRIS_VERSION >= 10800
|
||||
if (entityId == 50017) {
|
||||
selfCheck = true;
|
||||
entitySSBLMask = 0.0;
|
||||
}
|
||||
#else
|
||||
if (length(playerPos) < 4.0) {
|
||||
selfCheck = true;
|
||||
entitySSBLMask = 0.0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
} else /*if (entityId == 50020)*/ { // Blaze
|
||||
lmCoordM = vec2(0.9, 0.0);
|
||||
emission = min(color.r, 0.7) * 1.4;
|
||||
|
||||
float dotColor = dot(color.rgb, color.rgb);
|
||||
if (abs(dotColor - 1.5) > 1.4) {
|
||||
emission = 5.0;
|
||||
} else {
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 50024 to 50032
|
||||
if (entityId == 50024) { // Creeper
|
||||
emission = max0(color.b - color.g - color.r) * 10.0;
|
||||
} else /*if (entityId == 50028)*/ { // Drowned
|
||||
if (atlasSize.x < 900) {
|
||||
if (CheckForColor(color.rgb, vec3(143, 241, 215)) ||
|
||||
CheckForColor(color.rgb, vec3( 49, 173, 183)) ||
|
||||
CheckForColor(color.rgb, vec3(101, 224, 221))) emission = 2.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50032 to 50064
|
||||
if (entityId < 50048) { // 50032 to 50048
|
||||
if (entityId < 50040) { // 50032 to 50040
|
||||
if (entityId == 50032) { // Guardian
|
||||
vec3 absDif = abs(vec3(color.r - color.g, color.g - color.b, color.r - color.b));
|
||||
float maxDif = max(absDif.r, max(absDif.g, absDif.b));
|
||||
if (maxDif < 0.1 && color.b > 0.5 && color.b < 0.88) {
|
||||
emission = pow2(pow1_5(color.b)) * 5.0;
|
||||
color.rgb *= color.rgb;
|
||||
}
|
||||
} else /*if (entityId == 50036)*/ { // Elder Guardian
|
||||
if (CheckForColor(color.rgb, vec3(203, 177, 165)) ||
|
||||
CheckForColor(color.rgb, vec3(214, 155, 126))) {
|
||||
emission = pow2(pow1_5(color.b)) * 10.0;
|
||||
color.r *= 1.2;
|
||||
}
|
||||
}
|
||||
} else { // 50040 to 50048
|
||||
if (entityId == 50040) { // Endermite
|
||||
if (CheckForColor(color.rgb, vec3(87, 23, 50))) {
|
||||
emission = 8.0;
|
||||
color.rgb *= color.rgb;
|
||||
}
|
||||
} else /*if (entityId == 50044)*/ { // Ghast
|
||||
if (entityColor.a < 0.001)
|
||||
emission = max0(color.r - color.g - color.b) * 6.0;
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
if (color.r > color.b * 2.0) color.rgb = changeColorFunction(color.rgb, 7.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
if (color.r > color.b * 2.0) color.rgb = changeColorFunction(color.rgb, 7.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 50048 to 50064
|
||||
if (entityId < 50056) { // 50048 to 50056
|
||||
if (entityId == 50048) { // Glow Squid
|
||||
lmCoordM.x = 0.0;
|
||||
float dotColor = dot(color.rgb, color.rgb);
|
||||
emission = pow2(pow2(min(dotColor * 0.65, 1.5))) + 0.45;
|
||||
} else /*if (entityId == 50052)*/ { // Magma Cube
|
||||
emission = color.g * 6.0;
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
}
|
||||
} else { // 50056 to 50064
|
||||
if (entityId == 50056) { // Stray
|
||||
if (CheckForColor(color.rgb, vec3(230, 242, 246)) && texCoord.y > 0.35)
|
||||
emission = 1.75;
|
||||
} else /*if (entityId == 50060)*/ { // Vex
|
||||
lmCoordM = vec2(0.0);
|
||||
emission = pow2(pow2(color.r)) * 3.5 + 0.5;
|
||||
color.a *= color.a;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50064 to 50128
|
||||
if (entityId < 50096) { // 50064 to 50096
|
||||
if (entityId < 50080) { // 50064 to 50080
|
||||
if (entityId < 50072) { // 50064 to 50072
|
||||
if (entityId == 50064) { // Witch
|
||||
emission = 2.0 * color.g * float(color.g * 1.5 > color.b + color.r);
|
||||
} else /*if (entityId == 50068)*/ { // Wither, Wither Skull
|
||||
lmCoordM.x = 0.9;
|
||||
emission = 3.0 * float(dot(color.rgb, color.rgb) > 1.0);
|
||||
}
|
||||
} else { // 50072 to 50080
|
||||
if (entityId == 50072) { // Experience Orb
|
||||
emission = 7.5;
|
||||
|
||||
color.rgb *= color.rgb;
|
||||
} else /*if (entityId == 50076)*/ { // Boats
|
||||
playerPos.y += 0.38; // consistentBOAT2176: to avoid water shadow and the black inner shadow bug
|
||||
}
|
||||
}
|
||||
} else { // 50080 to 50096
|
||||
if (entityId < 50088) { // 50080 to 50088
|
||||
if (entityId == 50080) { // Allay
|
||||
if (atlasSize.x < 900) {
|
||||
lmCoordM = vec2(0.0);
|
||||
emission = float(color.r > 0.9 && color.b > 0.9) * 5.0 + color.g;
|
||||
} else {
|
||||
lmCoordM.x = 0.8;
|
||||
}
|
||||
} else /*if (entityId == 50084)*/ { // Slime, Chicken
|
||||
//only code is in Vertex Shader for now
|
||||
}
|
||||
} else { // 50088 to 50096
|
||||
if (entityId == 50088) { // Entity Flame (Iris Feature)
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
emission = 1.3;
|
||||
} else if (entityId == 50089) { // fireball, small fireball, dragon fireball
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 4.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 4.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
} else /*if (entityId == 50092)*/ { // Trident Entity
|
||||
#if defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000008
|
||||
// Only on Iris, because otherwise it would be inconsistent with the Trident item
|
||||
#include "/lib/materials/specificMaterials/others/trident.glsl"
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50096 to 50128
|
||||
if (entityId < 50112) { // 50096 to 50112
|
||||
if (entityId < 50104) { // 50096 to 50104
|
||||
if (entityId == 50096) { // Minecart++
|
||||
if (atlasSize.x < 900 && color.r * color.g * color.b + color.b > 0.3) {
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
|
||||
smoothnessD *= 0.6;
|
||||
}
|
||||
} else /*if (entityId == 50100)*/ { // Bogged
|
||||
if (CheckForColor(color.rgb, vec3(239, 254, 194)))
|
||||
emission = 2.5;
|
||||
}
|
||||
} else { // 50104 to 50112
|
||||
if (entityId == 50104) { // Piglin++, Hoglin+
|
||||
if (atlasSize.x < 900) {
|
||||
if (CheckForColor(color.rgb, vec3(255)) || CheckForColor(color.rgb, vec3(255, 242, 246))) {
|
||||
vec2 tSize = textureSize(tex, 0);
|
||||
vec4 checkColorOneRight = texelFetch(tex, ivec2(texCoord * tSize) + ivec2(1, 0), 0);
|
||||
if (
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(201, 130, 101)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(241, 158, 152)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(223, 127, 119)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(241, 158, 152)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(165, 99, 80)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(213, 149, 122)) ||
|
||||
CheckForColor(checkColorOneRight.rgb, vec3(255))
|
||||
) {
|
||||
emission = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else /*if (entityId == 50108)*/ { // Creaking
|
||||
if (color.r > 0.7 && color.r > color.g * 1.2 && color.g > color.b * 2.0) { // Eyes
|
||||
lmCoordM.x = 0.5;
|
||||
emission = 5.0 * color.g;
|
||||
color.rgb *= color.rgb;
|
||||
purkinjeOverwrite = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50112 to 50128
|
||||
if (entityId < 50120) { // 50112 to 50120
|
||||
if (entityId == 50112) { // Name Tag
|
||||
noDirectionalShading = true;
|
||||
color.rgb *= 1.5;
|
||||
if (color.a < 0.5) {
|
||||
color.a = 0.12;
|
||||
color.rgb *= 5.0;
|
||||
}
|
||||
} else /*if (entityId == 50116)*/ { // Copper Golem
|
||||
#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
|
||||
|
||||
smoothnessD *= 0.5;
|
||||
}
|
||||
} else { // 50120 to 50128
|
||||
if (entityId == 50120) { // Parched
|
||||
if (CheckForColor(color.rgb, vec3(254, 235, 194))) {
|
||||
vec2 tSize = textureSize(tex, 0);
|
||||
vec4 checkColorOneDown = texelFetch(tex, ivec2(texCoord * tSize) + ivec2(0, 1), 0);
|
||||
if (CheckForColor(checkColorOneDown.rgb, vec3(135, 126, 118)) ||
|
||||
CheckForColor(checkColorOneDown.rgb, vec3(106, 103, 98))
|
||||
) {
|
||||
emission = 1.75;
|
||||
}
|
||||
}
|
||||
} else /*if (entityId == 50124)*/ { // Zombie Nautilus
|
||||
if (CheckForColor(color.rgb, vec3(143, 241, 215)) || CheckForColor(color.rgb, vec3(101, 224, 221)))
|
||||
emission = 1.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50128 to 50256
|
||||
if (entityId < 50192) { // 50128 to 50192
|
||||
if (entityId < 50160) { // 50128 to 50160
|
||||
if (entityId < 50144) { // 50128 to 50144
|
||||
if (entityId < 50136) { // 50128 to 50136
|
||||
if (entityId < 50132) { // 50128 to 50132
|
||||
// 50128
|
||||
// 50129
|
||||
// 50130
|
||||
// 50131
|
||||
} else { // 50132 to 50136
|
||||
// 50132
|
||||
// 50133
|
||||
// 50134
|
||||
// 50135
|
||||
}
|
||||
} else { // 50136 to 50144
|
||||
if (entityId < 50140) { // 50136 to 50140
|
||||
// 50136
|
||||
// 50137
|
||||
// 50138
|
||||
// 50139
|
||||
} else { // 50140 to 50144
|
||||
// 50140
|
||||
// 50141
|
||||
// 50142
|
||||
// 50143
|
||||
}
|
||||
}
|
||||
} else { // 50144 to 50160
|
||||
if (entityId < 50152) { // 50144 to 50152
|
||||
if (entityId < 50148) { // 50144 to 50148
|
||||
// 50144
|
||||
// 50145
|
||||
// 50146
|
||||
// 50147
|
||||
} else { // 50148 to 50152
|
||||
// 50148
|
||||
// 50149
|
||||
// 50150
|
||||
// 50151
|
||||
}
|
||||
} else { // 50152 to 50160
|
||||
if (entityId < 50156) { // 50152 to 50156
|
||||
// 50152
|
||||
// 50153
|
||||
// 50154
|
||||
// 50155
|
||||
} else { // 50156 to 50160
|
||||
// 50156
|
||||
// 50157
|
||||
// 50158
|
||||
// 50159
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50160 to 50192
|
||||
if (entityId < 50176) { // 50160 to 50176
|
||||
if (entityId < 50168) { // 50160 to 50168
|
||||
if (entityId < 50164) { // 50160 to 50164
|
||||
// 50160
|
||||
// 50161
|
||||
// 50162
|
||||
// 50163
|
||||
} else { // 50164 to 50168
|
||||
// 50164
|
||||
// 50165
|
||||
// 50166
|
||||
// 50167
|
||||
}
|
||||
} else { // 50168 to 50176
|
||||
if (entityId < 50172) { // 50168 to 50172
|
||||
// 50168
|
||||
// 50169
|
||||
// 50170
|
||||
// 50171
|
||||
} else { // 50172 to 50176
|
||||
// 50172
|
||||
// 50173
|
||||
// 50174
|
||||
// 50175
|
||||
}
|
||||
}
|
||||
} else { // 50176 to 50192
|
||||
if (entityId < 50184) { // 50176 to 50184
|
||||
if (entityId < 50180) { // 50176 to 50180
|
||||
// 50176
|
||||
// 50177
|
||||
// 50178
|
||||
// 50179
|
||||
} else { // 50180 to 50184
|
||||
// 50180
|
||||
// 50181
|
||||
// 50182
|
||||
// 50183
|
||||
}
|
||||
} else { // 50184 to 50192
|
||||
if (entityId < 50188) { // 50184 to 50188
|
||||
// 50184
|
||||
// 50185
|
||||
// 50186
|
||||
// 50187
|
||||
} else { // 50188 to 50192
|
||||
// 50188
|
||||
// 50189
|
||||
// 50190
|
||||
// 50191
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50192 to 50256
|
||||
if (entityId < 50224) { // 50192 to 50224
|
||||
if (entityId < 50208) { // 50192 to 50208
|
||||
if (entityId < 50200) { // 50192 to 50200
|
||||
if (entityId < 50196) { // 50192 to 50196
|
||||
// 50192
|
||||
// 50193
|
||||
// 50194
|
||||
// 50195
|
||||
} else { // 50196 to 50200
|
||||
// 50196
|
||||
// 50197
|
||||
// 50198
|
||||
// 50199
|
||||
}
|
||||
} else { // 50200 to 50208
|
||||
if (entityId < 50204) { // 50200 to 50204
|
||||
// 50200
|
||||
// 50201
|
||||
// 50202
|
||||
// 50203
|
||||
} else { // 50204 to 50208
|
||||
// 50204
|
||||
// 50205
|
||||
// 50206
|
||||
// 50207
|
||||
}
|
||||
}
|
||||
} else { // 50208 to 50224
|
||||
if (entityId < 50216) { // 50208 to 50216
|
||||
if (entityId < 50212) { // 50208 to 50212
|
||||
// 50208
|
||||
// 50209
|
||||
// 50210
|
||||
// 50211
|
||||
} else { // 50212 to 50216
|
||||
// 50212
|
||||
// 50213
|
||||
// 50214
|
||||
// 50215
|
||||
}
|
||||
} else { // 50216 to 50224
|
||||
if (entityId < 50220) { // 50216 to 50220
|
||||
// 50216
|
||||
// 50217
|
||||
// 50218
|
||||
// 50219
|
||||
} else { // 50220 to 50224
|
||||
// 50220
|
||||
// 50221
|
||||
// 50222
|
||||
// 50223
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 50224 to 50256
|
||||
if (entityId < 50240) { // 50224 to 50240
|
||||
if (entityId < 50232) { // 50224 to 50232
|
||||
if (entityId < 50228) { // 50224 to 50228
|
||||
// 50224
|
||||
// 50225
|
||||
// 50226
|
||||
// 50227
|
||||
} else { // 50228 to 50232
|
||||
// 50228
|
||||
// 50229
|
||||
// 50230
|
||||
// 50231
|
||||
}
|
||||
} else { // 50232 to 50240
|
||||
if (entityId < 50236) { // 50232 to 50236
|
||||
// 50232
|
||||
// 50233
|
||||
// 50234
|
||||
// 50235
|
||||
} else { // 50236 to 50240
|
||||
// 50236
|
||||
// 50237
|
||||
// 50238
|
||||
// 50239
|
||||
}
|
||||
}
|
||||
} else { // 50240 to 50256
|
||||
if (entityId < 50248) { // 50240 to 50248
|
||||
if (entityId < 50244) { // 50240 to 50244
|
||||
// 50240
|
||||
// 50241
|
||||
// 50242
|
||||
// 50243
|
||||
} else { // 50244 to 50248
|
||||
// 50244
|
||||
// 50245
|
||||
// 50246
|
||||
// 50247
|
||||
}
|
||||
} else { // 50248 to 50256
|
||||
if (entityId < 50252) { // 50248 to 50252
|
||||
// 50248
|
||||
// 50249
|
||||
// 50250
|
||||
// 50251
|
||||
} else { // 50252 to 50256
|
||||
// 50252
|
||||
// 50253
|
||||
// 50254
|
||||
// 50255
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,265 @@
|
||||
#include "/lib/shaderSettings/entityMaterials.glsl"
|
||||
int mat = currentRenderedItemId;
|
||||
|
||||
#ifdef GBUFFERS_HAND
|
||||
float lViewPos = 0.0;
|
||||
#endif
|
||||
|
||||
int subsurfaceMode;
|
||||
bool centerShadowBias;
|
||||
float noPuddles;
|
||||
|
||||
if (currentRenderedItemId < 45000) {
|
||||
#include "/lib/materials/materialHandling/terrainIPBR.glsl"
|
||||
} else
|
||||
|
||||
if (currentRenderedItemId < 45064) {
|
||||
if (currentRenderedItemId < 45032) {
|
||||
if (currentRenderedItemId < 45016) {
|
||||
if (currentRenderedItemId < 45008) {
|
||||
if (currentRenderedItemId == 45000) { // Armor Trims
|
||||
smoothnessG = 0.5;
|
||||
highlightMult = 2.0;
|
||||
smoothnessD = 0.5;
|
||||
|
||||
#ifdef GLOWING_ARMOR_TRIM
|
||||
emission = 1.0;
|
||||
#endif
|
||||
#ifdef SITUATIONAL_GLOWING_TRIMS
|
||||
emission *= skyLightCheck;
|
||||
#endif
|
||||
} else if (currentRenderedItemId == 45004) { // Wooden Tools, Bow, Fishing Rod
|
||||
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
|
||||
smoothnessG = min(smoothnessG, 0.4);
|
||||
smoothnessD = smoothnessG;
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45008) { // Stone Tools
|
||||
if (CheckForStick(color.rgb)) {
|
||||
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/stone.glsl"
|
||||
}
|
||||
} else /*if (currentRenderedItemId == 45012)*/ { // Iron Tools, Iron Armor, Iron Ingot, Iron Nugget, Iron Horse Armor, Flint and Steel, Flint, Spyglass, Shears, Chainmail Armor
|
||||
if (CheckForStick(color.rgb)) {
|
||||
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45024) {
|
||||
if (currentRenderedItemId == 45016) { // Golden Tools, Golden Armor, Gold Ingot, Gold Nugget, Golden Apple, Enchanted Golden Apple, Golden Carrot, Golden Horse Armor
|
||||
if (CheckForStick(color.rgb)) {
|
||||
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
|
||||
}
|
||||
} else /*if (currentRenderedItemId == 45020)*/ { // Diamond Tools, Diamond Armor, Diamond, Diamond Horse Armor, Emerald
|
||||
if (CheckForStick(color.rgb)) {
|
||||
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/diamondBlock.glsl"
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45024) { // Netherite Tools, Netherite Armor, Netherite Ingot
|
||||
materialMask = OSIEBCA; // Intense Fresnel
|
||||
smoothnessG = color.b * 1.65;
|
||||
smoothnessG = min1(smoothnessG);
|
||||
highlightMult = smoothnessG * 2.0;
|
||||
smoothnessD = smoothnessG * smoothnessG * 0.5;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.33;
|
||||
#endif
|
||||
} else /*if (currentRenderedItemId == 45028)*/ { // Trident Item
|
||||
#include "/lib/materials/specificMaterials/others/trident.glsl"
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45048) {
|
||||
if (currentRenderedItemId < 45040) {
|
||||
if (currentRenderedItemId == 45032) { // Lava Bucket
|
||||
if (color.r + color.g > color.b * 2.0) {
|
||||
emission = color.r + color.g - color.b * 1.5;
|
||||
emission *= 1.8;
|
||||
color.rg += color.b * vec2(0.4, 0.15);
|
||||
color.b *= 0.8;
|
||||
if (LAVA_TEMPERATURE != 0.0) maRecolor += LAVA_TEMPERATURE * 0.1;
|
||||
emission *= LAVA_EMISSION;
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
} else {
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
}
|
||||
} else /*if (currentRenderedItemId == 45036)*/ { // Bucket++
|
||||
if (GetMaxColorDif(color.rgb) < 0.01) {
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
} else {
|
||||
float factor = color.b;
|
||||
smoothnessG = factor;
|
||||
highlightMult = factor * 2.0;
|
||||
smoothnessD = factor;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45040) { // Blaze Rod, Blaze Powder
|
||||
noSmoothLighting = false;
|
||||
lmCoordM.x = 0.85;
|
||||
emission = color.g;
|
||||
color.rgb = sqrt1(color.rgb);
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
} else /*if (currentRenderedItemId == 45044)*/ { // Bottle o' Enchanting, Glow Inc Sac
|
||||
emission = color.b * 2.0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45056) {
|
||||
if (currentRenderedItemId == 45048) { // Fire Charge
|
||||
emission = max0(color.r + color.g - color.b * 0.5);
|
||||
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 5.0, colorSoul, inSoulValley);
|
||||
#endif
|
||||
#ifdef PURPLE_END_FIRE_INTERNAL
|
||||
color.rgb = changeColorFunction(color.rgb, 5.0, colorEndBreath, 1.0);
|
||||
#endif
|
||||
} else /*if (currentRenderedItemId == 45052)*/ { // Chorus Fruit
|
||||
emission = max0(color.b * 2.0 - color.r) * 1.5;
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45056) { // Amethyst Shard
|
||||
materialMask = OSIEBCA; // Intense Fresnel
|
||||
float factor = pow2(color.r);
|
||||
smoothnessG = 0.8 - factor * 0.3;
|
||||
highlightMult = factor * 3.0;
|
||||
smoothnessD = factor;
|
||||
} else /*if (currentRenderedItemId == 45060)*/ { // Shield
|
||||
float factor = min(color.r * color.g * color.b * 4.0, 0.7) * 0.7;
|
||||
smoothnessG = factor;
|
||||
highlightMult = factor * 3.0;
|
||||
smoothnessD = factor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45096) {
|
||||
if (currentRenderedItemId < 45080) {
|
||||
if (currentRenderedItemId < 45072) {
|
||||
if (currentRenderedItemId == 45064) { // Turtle Shell
|
||||
float factor = color.g * 0.7;
|
||||
smoothnessG = factor;
|
||||
highlightMult = factor * 3.0;
|
||||
smoothnessD = factor;
|
||||
} else /*if (currentRenderedItemId == 45068)*/ { // Ender Pearl
|
||||
smoothnessG = 1.0;
|
||||
highlightMult = 2.0;
|
||||
smoothnessD = 1.0;
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45072) { // Eye of Ender
|
||||
smoothnessG = 1.0;
|
||||
highlightMult = 2.0;
|
||||
smoothnessD = 1.0;
|
||||
emission = max0(color.g - color.b * 0.25);
|
||||
color.rgb = pow(color.rgb, vec3(1.0 - 0.75 * emission));
|
||||
} else /*if (currentRenderedItemId == 45076)*/ { // Clock
|
||||
if (
|
||||
CheckForColor(color.rgb, vec3(255, 255, 0)) ||
|
||||
CheckForColor(color.rgb, vec3(204, 204, 0)) ||
|
||||
CheckForColor(color.rgb, vec3(73, 104, 216)) ||
|
||||
CheckForColor(color.rgb, vec3(58, 83, 172)) ||
|
||||
CheckForColor(color.rgb, vec3(108, 108, 137)) ||
|
||||
CheckForColor(color.rgb, vec3(86, 86, 109))
|
||||
) {
|
||||
emission = 1.0;
|
||||
color.rgb += vec3(0.1);
|
||||
}
|
||||
|
||||
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45088) {
|
||||
if (currentRenderedItemId == 45080) { // Compass
|
||||
if (color.r - 0.1 > color.b + color.g) {
|
||||
emission = color.r * 1.5;
|
||||
}
|
||||
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
} else /*if (currentRenderedItemId == 45084)*/ { // Echo Shard, Recovery Compass, Music Disc 5
|
||||
emission = max0(color.b + color.g - color.r * 2.0);
|
||||
|
||||
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45088) { // Nether Star
|
||||
emission = pow2(color.r + color.g) * 0.5;
|
||||
} else /*if (currentRenderedItemId == 45092)*/ { // End Crystal
|
||||
if (color.g < color.r) {
|
||||
emission = 3.0;
|
||||
color.r *= 1.1;
|
||||
}
|
||||
emission *= END_CRYSTAL_EMISSION;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45112) {
|
||||
if (currentRenderedItemId < 45104) {
|
||||
if (currentRenderedItemId == 45096) { // Glow Berries
|
||||
// iris needs to add support
|
||||
} else /*if (currentRenderedItemId == 45100)*/ { // Glowstone Dust
|
||||
emission = dot(color.rgb, color.rgb) * 0.5 + 1.0;
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45104) { // Prismarine Crystals
|
||||
emission = pow1_5(color.r) * 2.5 + 0.2;
|
||||
} else /*if (currentRenderedItemId == 45108)*/ { // Totem of Undying
|
||||
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId < 45120) {
|
||||
if (currentRenderedItemId == 45112) { // Trial Key, Ominous Trial Key
|
||||
emission = abs(color.r - color.b) * 3.0;
|
||||
color.rgb = pow(color.rgb, vec3(1.0 + 0.5 * sqrt(emission)));
|
||||
} else /*if (currentRenderedItemId == 45116)*/ { // Copper Tools, Copper Armor, Copper Ingot, Copper Horse Armor
|
||||
#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
|
||||
|
||||
smoothnessD *= 0.5;
|
||||
}
|
||||
} else {
|
||||
if (currentRenderedItemId == 45120) { // Ghast Harness+
|
||||
vec2 tSize = textureSize(tex, 0);
|
||||
vec4 checkColorOneDown = texelFetch(tex, ivec2(texCoord * tSize) + ivec2(0, 1), 0);
|
||||
if (
|
||||
CheckForColor(color.rgb, vec3(139, 193, 205)) ||
|
||||
CheckForColor(color.rgb, vec3(208, 234, 233)) ||
|
||||
CheckForColor(color.rgb, vec3(109, 152, 161)) ||
|
||||
CheckForColor(color.rgb, vec3(255)) && CheckForColor(checkColorOneDown.rgb, vec3(109, 152, 161)) ||
|
||||
CheckForColor(color.rgb, vec3(168, 208, 217))
|
||||
) {
|
||||
smoothnessG = 1.0;
|
||||
highlightMult = 2.0 - dot(color.rgb, vec3(0.25));
|
||||
smoothnessD = 1.0;
|
||||
}
|
||||
} else /*if (currentRenderedItemId == 45124)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
#if !(defined DH_TERRAIN || defined DH_WATER)
|
||||
#define BLOCK_LAVA_DEFINE mat == 10068 || mat == 10070
|
||||
#define BLOCK_LAVA_STILL_DEFINE mat == 10068
|
||||
#define BLOCK_LEAVES_SEASONS_DEFINE mat == 10009 || mat == 10011
|
||||
#else
|
||||
#define BLOCK_LAVA_DEFINE mat == DH_BLOCK_LAVA
|
||||
#define BLOCK_LAVA_STILL_DEFINE mat == DH_BLOCK_LAVA
|
||||
#define BLOCK_LEAVES_SEASONS_DEFINE mat == DH_BLOCK_LEAVES
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,190 @@
|
||||
#include "/lib/shaderSettings/water.glsl"
|
||||
if (mat < 32008) {
|
||||
if (mat < 30016) {
|
||||
if (mat < 30008) {
|
||||
if (mat == 30000) { //
|
||||
|
||||
} else if (mat == 30004) { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (mat == 30008) { // Tinted Glass
|
||||
#ifdef CONNECTED_GLASS_EFFECT
|
||||
uint voxelID = uint(254);
|
||||
bool isPane = false;
|
||||
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
|
||||
#endif
|
||||
color.a = pow(color.a, 1.0 - fresnelM);
|
||||
reflectMult = 1.0;
|
||||
|
||||
#ifndef MIRROR_TINTED_GLASS
|
||||
DoTranslucentTweaks(color, fresnelM, reflectMult, lViewPos);
|
||||
#else
|
||||
color.a = color.a * 0.3 + 0.7;
|
||||
fresnelM = fresnelM * 0.5 + 0.5;
|
||||
reflectMult /= color.a;
|
||||
noGeneratedNormals = true;
|
||||
#ifdef MIRROR_TINTED_GLASS_OPAQUE
|
||||
color.a = 1.0;
|
||||
#endif
|
||||
#endif
|
||||
overlayNoiseAlpha = 0.95;
|
||||
sandNoiseIntensity = 0.5;
|
||||
mossNoiseIntensity = 0.5;
|
||||
} else /*if (mat == 30012)*/ { // Slime Block
|
||||
translucentMultCalculated = true;
|
||||
reflectMult = 0.7;
|
||||
translucentMult.rgb = pow2(color.rgb) * 0.2;
|
||||
|
||||
smoothnessG = color.g * 0.7;
|
||||
highlightMult = 2.5;
|
||||
overlayNoiseAlpha = 0.6;
|
||||
sandNoiseIntensity = 0.5;
|
||||
mossNoiseIntensity = 0.5;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 32000) {
|
||||
if (mat < 31000) {
|
||||
if (mat == 30016) { // Honey Block
|
||||
translucentMultCalculated = true;
|
||||
reflectMult = 1.0;
|
||||
translucentMult.rgb = pow2(color.rgb) * 0.2;
|
||||
|
||||
smoothnessG = color.r * 0.7;
|
||||
highlightMult = 2.5;
|
||||
overlayNoiseAlpha = 0.4;
|
||||
sandNoiseIntensity = 0.5;
|
||||
mossNoiseIntensity = 0.5;
|
||||
} else /*if (mat == 30020)*/ { // Nether Portal
|
||||
#ifdef SPECIAL_PORTAL_EFFECTS
|
||||
#include "/lib/materials/specificMaterials/translucents/netherPortal.glsl"
|
||||
#endif
|
||||
overlayNoiseIntensity = 0.0;
|
||||
}
|
||||
} else { // (31XXX)
|
||||
if (mat % 2 == 0) { // Stained Glass
|
||||
#ifdef CONNECTED_GLASS_EFFECT
|
||||
uint voxelID = uint(200 + (mat - 31000) / 2);
|
||||
bool isPane = false;
|
||||
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
|
||||
#endif
|
||||
#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
|
||||
overlayNoiseAlpha = 1.05;
|
||||
mossNoiseIntensity = 0.8;
|
||||
} else /*if (mat % 2 == 1)*/ { // Stained Glass Pane
|
||||
#ifdef CONNECTED_GLASS_EFFECT
|
||||
uint voxelID = uint(200 + (mat - 31000) / 2);
|
||||
bool isPane = true;
|
||||
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
|
||||
#endif
|
||||
#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
|
||||
noSmoothLighting = true;
|
||||
overlayNoiseAlpha = 1.05;
|
||||
sandNoiseIntensity = 0.8;
|
||||
mossNoiseIntensity = 0.8;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat == 32000) { // Water
|
||||
#ifdef SHADER_WATER
|
||||
#include "/lib/materials/specificMaterials/translucents/water.glsl"
|
||||
#endif
|
||||
overlayNoiseIntensity = 0.0;
|
||||
overlayNoiseFresnelMult = 0.0;
|
||||
IPBRMult = 0.0;
|
||||
overlayNoiseAlpha = 0.0;
|
||||
} else /*if (mat == 32004)*/ { // Ice
|
||||
smoothnessG = pow2(color.g) * color.g;
|
||||
highlightMult = pow2(min1(pow2(color.g) * 1.5)) * 3.5;
|
||||
|
||||
reflectMult = 0.7;
|
||||
overlayNoiseAlpha = 0.6;
|
||||
sandNoiseIntensity = 0.7;
|
||||
mossNoiseIntensity = 0.7;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 32024) {
|
||||
if (mat < 32016) {
|
||||
if (mat < 32012) { // Glass
|
||||
if (mat == 32008){
|
||||
#ifdef CONNECTED_GLASS_EFFECT
|
||||
uint voxelID = uint(217);
|
||||
bool isPane = false;
|
||||
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
|
||||
#endif
|
||||
}
|
||||
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
|
||||
overlayNoiseAlpha = 0.8;
|
||||
sandNoiseIntensity = 0.8;
|
||||
mossNoiseIntensity = 0.8;
|
||||
} else /*if (mat == 32012)*/ { // Glass Pane
|
||||
if (mat == 32012) {
|
||||
#ifdef CONNECTED_GLASS_EFFECT
|
||||
uint voxelID = uint(218);
|
||||
bool isPane = true;
|
||||
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
|
||||
#endif
|
||||
}
|
||||
if (color.a < 0.001 && abs(NdotU) > 0.95) discard; // Fixing artifacts on CTM/Opti connected glass panes
|
||||
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
|
||||
noSmoothLighting = true;
|
||||
overlayNoiseAlpha = 0.8;
|
||||
sandNoiseIntensity = 0.8;
|
||||
mossNoiseIntensity = 0.8;
|
||||
}
|
||||
} else {
|
||||
if (mat == 32016) { // Beacon
|
||||
lmCoordM.x = 0.88;
|
||||
|
||||
translucentMultCalculated = true;
|
||||
translucentMult = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
if (color.b > 0.5) {
|
||||
if (color.g - color.b < 0.01 && color.g < 0.99) {
|
||||
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
|
||||
} else { // Beacon:Center
|
||||
lmCoordM = vec2(0.0);
|
||||
noDirectionalShading = true;
|
||||
|
||||
float lColor = length(color.rgb);
|
||||
vec3 baseColor = vec3(0.1, 1.0, 0.92);
|
||||
if (lColor > 1.65) color.rgb = baseColor + 0.2;
|
||||
else if (lColor > 1.5) color.rgb = baseColor + 0.15;
|
||||
else if (lColor > 1.3) color.rgb = baseColor + 0.08;
|
||||
else if (lColor > 1.15) color.rgb = baseColor + 0.035;
|
||||
else color.rgb = baseColor;
|
||||
emission = 3.5;
|
||||
}
|
||||
} else { // Beacon:Obsidian
|
||||
float factor = color.r * 1.5;
|
||||
|
||||
smoothnessG = factor;
|
||||
highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
|
||||
smoothnessG = min1(smoothnessG);
|
||||
}
|
||||
overlayNoiseAlpha = 0.8;
|
||||
sandNoiseIntensity = 0.5;
|
||||
mossNoiseIntensity = 0.5;
|
||||
} else /*if (mat == 32020)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (mat < 32032) {
|
||||
if (mat == 32024) { //
|
||||
|
||||
} else /*if (mat == 32028)*/ { //
|
||||
|
||||
}
|
||||
} else {
|
||||
if (mat == 32032) { //
|
||||
|
||||
} else /*if (mat == 32036)*/ { //
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
This file is specifically licensed with Mozilla Public License Version 2.0.
|
||||
You can get a copy from https://www.mozilla.org/MPL/2.0/
|
||||
*/
|
||||
|
||||
float manualDeterminant(mat2 matrix) {
|
||||
return matrix[0].x * matrix[1].y - matrix[0].y * matrix[1].x;
|
||||
}
|
||||
|
||||
mat2 inverseM(mat2 m) {
|
||||
#if MC_VERSION >= 11700
|
||||
return inverse(m);
|
||||
#else
|
||||
mat2 adj;
|
||||
adj[0][0] = m[1][1];
|
||||
adj[0][1] = -m[0][1];
|
||||
adj[1][0] = -m[1][0];
|
||||
adj[1][1] = m[0][0];
|
||||
return adj / manualDeterminant(m);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 textureAF(sampler2D texSampler, vec2 uv) {
|
||||
vec2 spriteDimensions = vec2(spriteBounds.z - spriteBounds.x, spriteBounds.w - spriteBounds.y);
|
||||
|
||||
mat2 J = inverseM(mat2(dFdx(uv), dFdy(uv)));
|
||||
J = transpose(J)*J;
|
||||
float d = manualDeterminant(J), t = J[0][0]+J[1][1],
|
||||
D = sqrt(abs(t*t-4.001*d)), // using 4.001 instead of 4.0 fixes a rare texture glitch with square texture atlas
|
||||
V = (t-D)/2.0, v = (t+D)/2.0,
|
||||
M = 1.0/sqrt(V), m = 1./sqrt(v);
|
||||
vec2 A = M * normalize(vec2(-J[0][1], J[0][0]-V));
|
||||
|
||||
float lod = 0.0;
|
||||
#if ANISOTROPIC_FILTER >= 8 && defined GBUFFERS_TERRAIN
|
||||
#if MC_VERSION < 12111
|
||||
// Excluding cutout blocks because cutout mipmaps suck in older mc versions
|
||||
if (texture2DLod(texSampler, uv, 10000.0).a == 1.0)
|
||||
#endif
|
||||
|
||||
// Fix257062 - Checking if absMidCoordPos is fine or else miplevel will be broken. This can be an issue for flowing lava.
|
||||
if (absMidCoordPos.x > 0.0001 && absMidCoordPos.y > 0.0001)
|
||||
lod = miplevel * 0.4;
|
||||
#endif
|
||||
|
||||
float samplesDiv2 = ANISOTROPIC_FILTER / 2.0;
|
||||
vec2 ADivSamples = A / ANISOTROPIC_FILTER;
|
||||
|
||||
vec4 filteredColor = vec4(0.0);
|
||||
float totalModifiedAlpha = 0.0;
|
||||
vec4 spriteBoundsM = mix(spriteBounds, vec4(midCoord, midCoord), 0.0001); // Fixes some mods causing issues with cutout blocks
|
||||
for (float i = -samplesDiv2 + 0.5; i < samplesDiv2; i++) {
|
||||
vec2 sampleUV = uv + ADivSamples * i;
|
||||
sampleUV = clamp(sampleUV, spriteBoundsM.xy, spriteBoundsM.zw);
|
||||
vec4 colorSample = texture2DLod(texSampler, sampleUV, lod);
|
||||
|
||||
colorSample.a = sqrt(colorSample.a); // Tweak to make cutout blocks look fuller in the distance
|
||||
|
||||
#if !defined POM || !defined POM_ALLOW_CUTOUT
|
||||
float modifiedAlpha = colorSample.a;
|
||||
#else
|
||||
// To avoid NaNs because we don't discard low alpha if POM_ALLOW_CUTOUT is enabled (see 6WIR4HT23)
|
||||
float modifiedAlpha = max(colorSample.a, 0.00001);
|
||||
#endif
|
||||
|
||||
totalModifiedAlpha += modifiedAlpha;
|
||||
filteredColor.rgb += colorSample.rgb * modifiedAlpha;
|
||||
filteredColor.a += colorSample.a;
|
||||
}
|
||||
filteredColor.rgb /= totalModifiedAlpha;
|
||||
filteredColor.a /= ANISOTROPIC_FILTER;
|
||||
|
||||
return filteredColor;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#define ENTITY_GN_AND_CT
|
||||
#define COATED_TEXTURE_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200]
|
||||
#define COATED_TEXTURE_RES 64 //[16 32 64 80 96 112 128 144 160 176 192 208 224 240 256 320 384 448 512]
|
||||
const float packSizeNT = COATED_TEXTURE_RES;
|
||||
|
||||
void CoatTextures(inout vec3 color, float noiseFactor, vec3 playerPos, bool doTileRandomisation) {
|
||||
#ifndef ENTITY_GN_AND_CT
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
|
||||
return;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SAFER_GENERATED_NORMALS
|
||||
vec2 noiseCoord = floor(midCoordPos / 16.0 * packSizeNT * atlasSizeM) / packSizeNT / 3.0;
|
||||
#else
|
||||
vec2 offsetR = max(absMidCoordPos.x, absMidCoordPos.y) * vec2(float(atlasSizeM.y) / float(atlasSizeM.x), 1.0);
|
||||
vec2 noiseCoord = floor(midCoordPos / 2.0 * packSizeNT / offsetR) / packSizeNT / 3.0;
|
||||
#endif
|
||||
|
||||
if (doTileRandomisation) {
|
||||
vec3 floorWorldPos = floor(playerPos + cameraPosition + 0.001);
|
||||
noiseCoord += 0.84 * (floorWorldPos.xz + floorWorldPos.y);
|
||||
}
|
||||
|
||||
float noiseTexture = texture2DLod(noisetex, noiseCoord, 0.0).r;
|
||||
noiseTexture = noiseTexture + 0.6;
|
||||
float colorBrightness = dot(color, color) * 0.3;
|
||||
#define COATED_TEXTURE_MULT_M COATED_TEXTURE_MULT * 0.0027
|
||||
noiseFactor *= COATED_TEXTURE_MULT_M * max0(1.0 - colorBrightness);
|
||||
noiseFactor *= max(1.0 - miplevel * 0.25, 0.0);
|
||||
noiseTexture = pow(noiseTexture, noiseFactor);
|
||||
color *= noiseTexture;
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
ivec3[6] glassOffsets = ivec3[](
|
||||
ivec3( 1, 0, 0),
|
||||
ivec3(-1, 0, 0),
|
||||
ivec3( 0, 1, 0),
|
||||
ivec3( 0,-1, 0),
|
||||
ivec3( 0, 0, 1),
|
||||
ivec3( 0, 0,-1)
|
||||
);
|
||||
|
||||
ivec3[12] glassCornerOffsets = ivec3[](
|
||||
ivec3( 1, 1, 0),
|
||||
ivec3( 1,-1, 0),
|
||||
ivec3(-1, 1, 0),
|
||||
ivec3(-1,-1, 0),
|
||||
ivec3( 0, 1, 1),
|
||||
ivec3( 0, 1,-1),
|
||||
ivec3( 0,-1, 1),
|
||||
ivec3( 0,-1,-1),
|
||||
ivec3( 1, 0, 1),
|
||||
ivec3( 1, 0,-1),
|
||||
ivec3(-1, 0, 1),
|
||||
ivec3(-1, 0,-1)
|
||||
);
|
||||
|
||||
vec2 GetModifiedMidCoord() {
|
||||
float epsilon1 = 0.00001;
|
||||
vec2 midCoord = texCoord - signMidCoordPos * absMidCoordPos;
|
||||
return midCoord - epsilon1;
|
||||
}
|
||||
|
||||
void DoSimpleConnectedGlass(inout vec4 color) {
|
||||
color = texture2DLod(tex, GetModifiedMidCoord() - 0.125 * absMidCoordPos, 0);
|
||||
}
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
void DoConnectedGlass(inout vec4 colorP, inout vec4 color, inout bool noGeneratedNormals, vec3 playerPos, vec3 worldGeoNormal, uint voxelID, bool isPane) {
|
||||
vec3 worldGeoNormalM = vec3( // Fixes Iris 1.8 normal precision issues causing the coordinates to be imperfect
|
||||
round(worldGeoNormal.x),
|
||||
round(worldGeoNormal.y),
|
||||
round(worldGeoNormal.z)
|
||||
);
|
||||
vec3 playerPosM = playerPos - worldGeoNormalM * 0.25;
|
||||
vec3 voxelPos = SceneToVoxel(playerPosM);
|
||||
|
||||
if (CheckInsideVoxelVolume(voxelPos)) {
|
||||
#if IRIS_VERSION >= 10800
|
||||
float epsilon2 = 0.0;
|
||||
#else
|
||||
float epsilon2 = 0.001;
|
||||
#endif
|
||||
float pixelOffset = 0.5 / (absMidCoordPos.y * atlasSize.y);
|
||||
float pixelOffsetPlus = pixelOffset + epsilon2;
|
||||
float pixelOffsetMinus = pixelOffset - epsilon2;
|
||||
|
||||
colorP = texture2DLod(tex, texCoord, 0);
|
||||
vec4 colorPvanilla = colorP;
|
||||
|
||||
vec2 midCoordM = GetModifiedMidCoord();
|
||||
vec3 worldPos = playerPosM + cameraPositionBestFract;
|
||||
vec3 floorWorldPos = floor(worldPos);
|
||||
|
||||
// Remove edges
|
||||
for (int i = 0; i < 6; i++) {
|
||||
uint voxel = GetVoxelVolume(ivec3(voxelPos) + glassOffsets[i]);
|
||||
if (voxel == voxelID) {
|
||||
if (floor(worldPos + glassOffsets[i] * pixelOffsetPlus) != floorWorldPos) {
|
||||
colorP = texture2DLod(tex, midCoordM, 0);
|
||||
}
|
||||
#ifdef GENERATED_NORMALS
|
||||
if (floor(worldPos + glassOffsets[i] * pixelOffsetPlus * 1.25) != floorWorldPos) {
|
||||
noGeneratedNormals = true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Fixes the connections by restoring the edges that aren't connected
|
||||
for (int i = 0; i < 6; i++) {
|
||||
uint voxel = GetVoxelVolume(ivec3(voxelPos) + glassOffsets[i]);
|
||||
if (voxel != voxelID) {
|
||||
//if (floor(worldPos + glassOffsets[i] * 0.0625) != floorWorldPos) {
|
||||
if (floor(worldPos + glassOffsets[i] * pixelOffsetMinus) != floorWorldPos) {
|
||||
colorP = colorPvanilla;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isPane) {
|
||||
// Fixes lines between layers of glass panes
|
||||
if (NdotU > 0.9) {
|
||||
uint voxel = GetVoxelVolume(ivec3(voxelPos) + ivec3(0, 1, 0));
|
||||
if (voxel == voxelID) discard;
|
||||
}
|
||||
if (NdotU < -0.9) {
|
||||
uint voxel = GetVoxelVolume(ivec3(voxelPos) - ivec3(0, 1, 0));
|
||||
if (voxel == voxelID) discard;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef CONNECTED_GLASS_CORNER_FIX
|
||||
// Restores corners
|
||||
for (int i = 0; i < 12; i++) {
|
||||
uint voxel = GetVoxelVolume(ivec3(voxelPos) + glassCornerOffsets[i]);
|
||||
if ((voxel != voxelID) && (!isPane || voxel > 0u)) {
|
||||
if (floor((worldPos - glassCornerOffsets[i] * (1.0 - pixelOffsetMinus))) == floorWorldPos) {
|
||||
colorP = colorPvanilla;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
color = colorP * vec4(glColor.rgb, 1.0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifndef INCLUDE_CUSTOM_EMISSION
|
||||
#define INCLUDE_CUSTOM_EMISSION
|
||||
|
||||
float GetCustomEmission(vec4 specularMap, vec2 texCoordM) {
|
||||
#if CUSTOM_EMISSION_INTENSITY > 0
|
||||
#if RP_MODE == 2 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 2 // seuspbr
|
||||
float emission = specularMap.b;
|
||||
#elif RP_MODE == 3 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 3 // labPBR
|
||||
float emission = specularMap.a < 1.0 ? specularMap.a : 0.0;
|
||||
|
||||
vec4 specularMapL0 = texture2DLod(specular, texCoordM, 0);
|
||||
float emissionL0 = specularMapL0.a < 1.0 ? specularMapL0.a : 0.0;
|
||||
emission = min(emission, emissionL0); // Fixes issues caused by mipmaps
|
||||
#endif
|
||||
|
||||
return emission * 0.03 * CUSTOM_EMISSION_INTENSITY;
|
||||
#else
|
||||
return 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef IPBR
|
||||
float GetCustomEmissionForIPBR(inout vec4 color, float emission) {
|
||||
vec4 specularMapCheck = texture2DLod(specular, texCoord, 1000.0);
|
||||
if (specularMapCheck.a == 0.0) return emission;
|
||||
|
||||
color = texture2D(tex, texCoord);
|
||||
|
||||
vec4 specularMap = texture2D(specular, texCoord);
|
||||
float customEmission = GetCustomEmission(specularMap, texCoord);
|
||||
return customEmission;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif //INCLUDE_CUSTOM_EMISSION
|
||||
@@ -0,0 +1,96 @@
|
||||
#define ENTITY_GN_AND_CT
|
||||
#define GENERATED_NORMAL_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 250 300 400]
|
||||
#define GENERATED_NORMAL_ENTITY_MULT 0 //[0 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 250 300 400]
|
||||
#define NORMAL_RES 128 //[16 32 64 80 96 112 128 144 160 176 192 208 224 240 256 320 384 448 512]
|
||||
|
||||
const float normalThreshold = 0.05;
|
||||
const float normalClamp = 0.2;
|
||||
const float packSizeGN = 128.0;
|
||||
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
#if GENERATED_NORMAL_ENTITY_MULT > 0
|
||||
const float normalMult = GENERATED_NORMAL_ENTITY_MULT * 0.025;
|
||||
#else
|
||||
const float normalMult = GENERATED_NORMAL_MULT * 0.025;
|
||||
#endif
|
||||
#elif !defined GBUFFERS_HAND
|
||||
const float normalMult = GENERATED_NORMAL_MULT * 0.025;
|
||||
#else
|
||||
const float normalMult = GENERATED_NORMAL_MULT * 0.015;
|
||||
#endif
|
||||
|
||||
float GetDif(float lOriginalAlbedo, vec2 offsetCoord) {
|
||||
#ifndef GBUFFERS_WATER
|
||||
float lNearbyAlbedo = length(texture2D(tex, offsetCoord).rgb);
|
||||
#else
|
||||
vec4 textureSample = texture2D(tex, offsetCoord);
|
||||
float lNearbyAlbedo = length(textureSample.rgb * textureSample.a * 1.5);
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
lOriginalAlbedo = abs(lOriginalAlbedo - 1.0);
|
||||
lNearbyAlbedo = abs(lNearbyAlbedo - 1.0);
|
||||
#endif
|
||||
|
||||
float dif = lOriginalAlbedo - lNearbyAlbedo;
|
||||
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
dif = -dif;
|
||||
#endif
|
||||
|
||||
#ifndef GBUFFERS_WATER
|
||||
if (dif > 0.0) dif = max(dif - normalThreshold, 0.0);
|
||||
else dif = min(dif + normalThreshold, 0.0);
|
||||
#endif
|
||||
|
||||
return clamp(dif, -normalClamp, normalClamp);
|
||||
}
|
||||
|
||||
void GenerateNormals(inout vec3 normalM, vec3 color) {
|
||||
#ifndef ENTITY_GN_AND_CT
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
|
||||
return;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec2 absMidCoordPos2 = absMidCoordPos * 2.0;
|
||||
float lOriginalAlbedo = length(color.rgb);
|
||||
|
||||
float normalMult = max0(1.0 - mipDelta) * normalMult;
|
||||
|
||||
#ifndef SAFER_GENERATED_NORMALS
|
||||
vec2 offsetR = 16.0 / atlasSizeM;
|
||||
#else
|
||||
vec2 offsetR = max(absMidCoordPos2.x, absMidCoordPos2.y) * vec2(float(atlasSizeM.y) / float(atlasSizeM.x), 1.0);
|
||||
#endif
|
||||
offsetR /= NORMAL_RES;
|
||||
|
||||
vec2 midCoord = texCoord - midCoordPos;
|
||||
vec2 maxOffsetCoord = midCoord + absMidCoordPos;
|
||||
vec2 minOffsetCoord = midCoord - absMidCoordPos;
|
||||
if (normalMult > 0.0) {
|
||||
vec3 normalMap = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
vec2 offsetCoord = texCoord + vec2( 0.0, offsetR.y);
|
||||
if (offsetCoord.y < maxOffsetCoord.y)
|
||||
normalMap.y += GetDif(lOriginalAlbedo, offsetCoord);
|
||||
|
||||
offsetCoord = texCoord + vec2( offsetR.x, 0.0);
|
||||
if (offsetCoord.x < maxOffsetCoord.x)
|
||||
normalMap.x += GetDif(lOriginalAlbedo, offsetCoord);
|
||||
|
||||
offsetCoord = texCoord + vec2( 0.0,-offsetR.y);
|
||||
if (offsetCoord.y > minOffsetCoord.y)
|
||||
normalMap.y -= GetDif(lOriginalAlbedo, offsetCoord);
|
||||
|
||||
offsetCoord = texCoord + vec2(-offsetR.x, 0.0);
|
||||
if (offsetCoord.x > minOffsetCoord.x)
|
||||
normalMap.x -= GetDif(lOriginalAlbedo, offsetCoord);
|
||||
|
||||
normalMap.xy *= normalMult;
|
||||
normalMap.xy = clamp(normalMap.xy, vec2(-1.0), vec2(1.0));
|
||||
|
||||
if (normalMap.xy != vec2(0.0, 0.0))
|
||||
normalM = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
bool intersectsAABB(vec3 ro, vec3 rd, vec3 aabbMin, vec3 aabbMax) {
|
||||
vec3 t0 = (aabbMin - ro) / rd;
|
||||
vec3 t1 = (aabbMax - ro) / rd;
|
||||
|
||||
vec3 tMin = min(t0, t1);
|
||||
vec3 tMax = max(t0, t1);
|
||||
|
||||
float m0 = max(max(tMin.x, tMin.y), tMin.z);
|
||||
float m1 = min(min(tMax.x, tMax.y), tMax.z);
|
||||
|
||||
return m1 > max0(m0);
|
||||
}
|
||||
|
||||
bool intersectsParallelogram(vec3 ro, vec3 rd, vec3 v0, vec3 v1, vec3 v2, float tMin, out float t, out vec2 uv, inout vec3 normal) {
|
||||
vec3 a = v1 - v0, n = cross(a, v2 - v0);
|
||||
|
||||
t = dot(v0 - ro, n) / dot(n, rd);
|
||||
if (t < 0.0 || t > tMin) return false;
|
||||
|
||||
vec3 b = v2 - v1;
|
||||
vec3 c = ro + rd * t - v0;
|
||||
|
||||
uv = vec2(dot(c, a) / dot(a, a), dot(c, b) / dot(b, b));
|
||||
if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) return false;
|
||||
|
||||
normal = normalize(n);
|
||||
return true;
|
||||
}
|
||||
|
||||
void CheckQuadAt(int i, vec3 playerPos, vec3 rayDir, inout vec3 albedo, inout float tMin, inout vec3 normal, inout float emissionOut) {
|
||||
int i0 = 3 * i, i1 = 3 * i + 1, i2 = 3 * i + 2;
|
||||
|
||||
vec3 v0 = playerVerticesSSBO.vertexPositions[i0];
|
||||
vec3 v1 = playerVerticesSSBO.vertexPositions[i1];
|
||||
vec3 v2 = playerVerticesSSBO.vertexPositions[i2];
|
||||
|
||||
float t;
|
||||
vec2 uv;
|
||||
|
||||
vec3 colorP;
|
||||
vec3 color;
|
||||
float emission = 0.0;
|
||||
float smoothnessD, smoothnessG;
|
||||
if (intersectsParallelogram(playerPos, rayDir, v0, v1, v2, tMin, t, uv, normal)) {
|
||||
vec2 texCoord0 = playerVerticesSSBO.vertexData[i0];
|
||||
vec2 texCoord1 = playerVerticesSSBO.vertexData[i1];
|
||||
vec2 texCoord2 = playerVerticesSSBO.vertexData[i2];
|
||||
|
||||
vec2 quadTexCoord = mix(texCoord0, texCoord1, uv.x) + uv.y * (texCoord2 - texCoord1);
|
||||
vec4 playerAtlasSample = texelFetch(playerAtlas_sampler, ivec2(64 * quadTexCoord), 0);
|
||||
|
||||
vec3 colorP = playerAtlasSample.rgb;
|
||||
vec3 color = playerAtlasSample.rgb;
|
||||
|
||||
#ifdef SPACEAGLE17
|
||||
#include "/lib/materials/specificMaterials/others/SpacEagle17.glsl"
|
||||
#endif
|
||||
if (playerAtlasSample.a > 0.2) {albedo = color * (emission * 0.2 + 1.0); tMin = t; emissionOut = emission;}
|
||||
}
|
||||
}
|
||||
|
||||
bool rayTracePlayer(vec3 playerPos, vec3 rayDir, float wsrTraceLength, out vec3 albedo, out vec3 normal, out float emission) {
|
||||
float tMin = wsrTraceLength;
|
||||
vec3 aabbPos = playerPos * 1000.0;
|
||||
|
||||
// Head
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.headMin, playerVerticesSSBO.bounds.headMax)) {
|
||||
for (int i = 0; i < 12; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
// Right Hand
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.rightHandMin, playerVerticesSSBO.bounds.rightHandMax)) {
|
||||
for (int i = 12; i < 24; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
// Left Leg
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.leftLegMin, playerVerticesSSBO.bounds.leftLegMax)) {
|
||||
for (int i = 24; i < 36; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
// Left Hand
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.leftHandMin, playerVerticesSSBO.bounds.leftHandMax)) {
|
||||
for (int i = 36; i < 48; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
// Right leg
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.rightLegMin, playerVerticesSSBO.bounds.rightLegMax)) {
|
||||
for (int i = 48; i < 60; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
// Torso
|
||||
if (intersectsAABB(aabbPos, rayDir, playerVerticesSSBO.bounds.torsoMin, playerVerticesSSBO.bounds.torsoMax)) {
|
||||
for (int i = 60; i < 72; i++) {
|
||||
CheckQuadAt(i, playerPos, rayDir, albedo, tMin, normal, emission);
|
||||
}
|
||||
}
|
||||
|
||||
return tMin < wsrTraceLength;
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
#include "/lib/util/dither.glsl"
|
||||
|
||||
vec2 vTexCoord = signMidCoordPos * 0.5 + 0.5;
|
||||
|
||||
#include "/lib/util/dFdxdFdy.glsl"
|
||||
|
||||
vec4 ReadNormal(vec2 coord) {
|
||||
coord = fract(coord) * vTexCoordAM.pq + vTexCoordAM.st;
|
||||
return textureGrad(normals, coord, dcdx, dcdy);
|
||||
}
|
||||
|
||||
vec2 GetParallaxCoord(float parallaxFade, float dither, inout vec2 newCoord, inout float texDepth, inout vec3 traceCoordDepth) {
|
||||
float invParallaxQuality = 1.0 / POM_QUALITY;
|
||||
vec4 normalMap = ReadNormal(vTexCoord.st);
|
||||
vec2 normalMapM = normalMap.xy * 2.0 - 1.0;
|
||||
float normalCheck = normalMapM.x + normalMapM.y;
|
||||
float minHeight = 1.0 - invParallaxQuality;
|
||||
|
||||
if (viewVector.z >= 0.0 || normalMap.a >= minHeight || normalCheck <= -1.999) return vTexCoord.st;
|
||||
|
||||
vec2 interval = viewVector.xy * 0.25 * (1.0 - parallaxFade) * POM_DEPTH / (-viewVector.z * POM_QUALITY);
|
||||
|
||||
float i = 0.0;
|
||||
vec2 localCoord;
|
||||
#if defined GBUFFERS_TERRAIN || defined GBUFFERS_BLOCK
|
||||
if (texDepth <= 1.0 - i * invParallaxQuality) {
|
||||
localCoord = vTexCoord.st + i * interval;
|
||||
texDepth = ReadNormal(localCoord).a;
|
||||
i = dither;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (; i < POM_QUALITY && texDepth <= 1.0 - i * invParallaxQuality; i++) {
|
||||
localCoord = vTexCoord.st + i * interval;
|
||||
texDepth = ReadNormal(localCoord).a;
|
||||
}
|
||||
|
||||
float pI = float(max(i - 1, 0));
|
||||
traceCoordDepth.xy -= pI * interval;
|
||||
traceCoordDepth.z -= pI * invParallaxQuality;
|
||||
|
||||
localCoord = fract(vTexCoord.st + pI * interval);
|
||||
newCoord = localCoord * vTexCoordAM.pq + vTexCoordAM.st;
|
||||
return localCoord;
|
||||
}
|
||||
|
||||
float GetParallaxShadow(float parallaxFade, float dither, float height, vec2 coord, vec3 lightVec, mat3 tbn) {
|
||||
float parallaxshadow = 1.0;
|
||||
|
||||
vec3 parallaxdir = tbn * lightVec;
|
||||
parallaxdir.xy *= 1.0 * POM_DEPTH; // Angle
|
||||
|
||||
for (int i = 0; i < 4 && parallaxshadow >= 0.01; i++) {
|
||||
float stepLC = 0.025 * (i + dither);
|
||||
|
||||
float currentHeight = height + parallaxdir.z * stepLC;
|
||||
|
||||
vec2 parallaxCoord = fract(coord + parallaxdir.xy * stepLC) * vTexCoordAM.pq + vTexCoordAM.st;
|
||||
float offsetHeight = textureGrad(normals, parallaxCoord, dcdx, dcdy).a;
|
||||
|
||||
parallaxshadow *= clamp(1.0 - (offsetHeight - currentHeight) * 4.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return mix(parallaxshadow, 1.0, parallaxFade);
|
||||
}
|
||||
|
||||
// Big thanks to null511 for slope normals
|
||||
vec3 GetParallaxSlopeNormal(vec2 texCoord, float traceDepth, vec3 viewDir) {
|
||||
vec2 atlasPixelSize = 1.0 / atlasSize;
|
||||
float atlasAspect = atlasSize.x / atlasSize.y;
|
||||
vec2 atlasCoord = fract(texCoord) * vTexCoordAM.pq + vTexCoordAM.st;
|
||||
|
||||
vec2 tileSize = atlasSize * vTexCoordAM.pq;
|
||||
vec2 tilePixelSize = 1.0 / tileSize;
|
||||
|
||||
vec2 tex_snapped = floor(atlasCoord * atlasSize) * atlasPixelSize;
|
||||
vec2 tex_offset = atlasCoord - (tex_snapped + 0.5 * atlasPixelSize);
|
||||
|
||||
vec2 stepSign = sign(tex_offset);
|
||||
vec2 viewSign = sign(viewDir.xy);
|
||||
|
||||
bool dir = abs(tex_offset.x * atlasAspect) < abs(tex_offset.y);
|
||||
vec2 tex_x, tex_y;
|
||||
|
||||
if (dir) {
|
||||
tex_x = texCoord - vec2(tilePixelSize.x * viewSign.x, 0.0);
|
||||
tex_y = texCoord + vec2(0.0, stepSign.y * tilePixelSize.y);
|
||||
}
|
||||
else {
|
||||
tex_x = texCoord + vec2(tilePixelSize.x * stepSign.x, 0.0);
|
||||
tex_y = texCoord - vec2(0.0, viewSign.y * tilePixelSize.y);
|
||||
}
|
||||
|
||||
float height_x = ReadNormal(tex_x).a;
|
||||
float height_y = ReadNormal(tex_y).a;
|
||||
|
||||
if (dir) {
|
||||
if (!(traceDepth > height_y && viewSign.y != stepSign.y)) {
|
||||
if (traceDepth > height_x) return vec3(-viewSign.x, 0.0, 0.0);
|
||||
|
||||
if (abs(viewDir.y) > abs(viewDir.x))
|
||||
return vec3(0.0, -viewSign.y, 0.0);
|
||||
else
|
||||
return vec3(-viewSign.x, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return vec3(0.0, -viewSign.y, 0.0);
|
||||
}
|
||||
else {
|
||||
if (!(traceDepth > height_x && viewSign.x != stepSign.x)) {
|
||||
if (traceDepth > height_y) return vec3(0.0, -viewSign.y, 0.0);
|
||||
|
||||
if (abs(viewDir.y) > abs(viewDir.x))
|
||||
return vec3(0.0, -viewSign.y, 0.0);
|
||||
else
|
||||
return vec3(-viewSign.x, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return vec3(-viewSign.x, 0.0, 0.0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,107 @@
|
||||
void AddBackgroundReflection(inout vec4 reflection, vec3 color, vec3 playerPos, vec3 normalM, vec3 normalMR, vec3 viewPos, vec3 nViewPos, vec3 nViewPosR,
|
||||
vec3 shadowMult, float RVdotU, float RVdotS, float z0, float dither, float skyLightFactor, float smoothness, float highlightMult) {
|
||||
#ifdef OVERWORLD
|
||||
#if defined COMPOSITE || WATER_REFLECT_QUALITY >= 2
|
||||
vec3 skyReflection = GetSky(RVdotU, RVdotS, dither, isEyeInWater == 0, true);
|
||||
#else
|
||||
vec3 skyReflection = GetLowQualitySky(RVdotU, RVdotS, dither, isEyeInWater == 0, true);
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
skyReflection *= atmColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
skyReflection *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
#ifdef COMPOSITE
|
||||
skyReflection *= skyLightFactor;
|
||||
#else
|
||||
float specularHighlight = GGX(normalM, nViewPos, lightVec, max(dot(normalM, lightVec), 0.0), smoothness);
|
||||
skyReflection += specularHighlight * highlightColor * shadowMult * highlightMult * invRainFactor;
|
||||
|
||||
#if WATER_REFLECT_QUALITY >= 1
|
||||
#ifdef SKY_EFFECT_REFLECTION
|
||||
float cloudLinearDepth = 1.0;
|
||||
float skyFade = 1.0;
|
||||
vec3 auroraBorealis = vec3(0.0);
|
||||
vec3 nightNebula = vec3(0.0);
|
||||
|
||||
#if AURORA_STYLE > 0
|
||||
auroraBorealis = GetAuroraBorealis(nViewPosR, RVdotU, dither);
|
||||
skyReflection += auroraBorealis;
|
||||
#endif
|
||||
#if NIGHT_NEBULAE == 1
|
||||
nightNebula += GetNightNebula(nViewPosR, RVdotU, RVdotS);
|
||||
skyReflection += nightNebula;
|
||||
#endif
|
||||
|
||||
vec2 starCoord = GetStarCoord(nViewPos, 0.5);
|
||||
#ifdef PIXELATED_WATER_REFLECTIONS
|
||||
vec3 absPlayerPos = abs(playerPos);
|
||||
float sizeDecider = -clamp01(pow2(min1(length(absPlayerPos) / 10))) + 1.0; // The effect will only be around the player
|
||||
float starSize = mix(1.0, 2.0, step(0.2, sizeDecider));
|
||||
#else
|
||||
float starSize = 1.0;
|
||||
#endif
|
||||
#if STAR_BRIGHTNESS != 3
|
||||
vec3 starColor = GetStars(starCoord, RVdotU, RVdotS, 1.0 * starSize, 0.0);
|
||||
|
||||
#define ADD_STAR_LAYER_OW1 (STAR_LAYER_OW == 1 || STAR_LAYER_OW == 3)
|
||||
#define ADD_STAR_LAYER_OW2 (STAR_LAYER_OW == 2 || STAR_LAYER_OW == 3)
|
||||
|
||||
#if ADD_STAR_LAYER_OW1
|
||||
starColor = max(starColor, GetStars(starCoord, RVdotU, RVdotS, 0.66 * starSize, 0.0));
|
||||
#endif
|
||||
|
||||
#if ADD_STAR_LAYER_OW2
|
||||
starColor = max(starColor, GetStars(starCoord, RVdotU, RVdotS, 2.2 * starSize, 0.45));
|
||||
#endif
|
||||
|
||||
skyReflection += starColor;
|
||||
#endif
|
||||
|
||||
#ifdef VL_CLOUDS_ACTIVE
|
||||
vec3 worldNormalMR = normalize(mat3(gbufferModelViewInverse) * normalMR);
|
||||
vec3 cameraPosOffset = 2.0 * worldNormalMR * dot(playerPos, worldNormalMR);
|
||||
vec3 RPlayerPos = normalize(mat3(gbufferModelViewInverse) * nViewPosR);
|
||||
float RlViewPos = 100000.0;
|
||||
|
||||
vec4 clouds = GetClouds(cloudLinearDepth, skyFade, cameraPosOffset, RPlayerPos,
|
||||
viewPos, RlViewPos, RVdotS, RVdotU, dither, auroraBorealis, nightNebula, sunVec);
|
||||
|
||||
skyReflection = mix(skyReflection, clouds.rgb, clouds.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
skyReflection = mix(color * 0.5, skyReflection, skyLightFactor);
|
||||
#else
|
||||
skyReflection = mix(color, skyReflection, skyLightFactor * 0.5);
|
||||
#endif
|
||||
#endif
|
||||
#elif defined END
|
||||
#ifdef COMPOSITE
|
||||
#ifdef END_BEAMS
|
||||
vec3 skyReflection = (endSkyColor + 0.4 * DrawEnderBeams(RVdotU, playerPos, nViewPosR)) * skyLightFactor;
|
||||
#else
|
||||
vec3 skyReflection = endSkyColor * skyLightFactor;
|
||||
#endif
|
||||
#else
|
||||
vec3 skyReflection = endSkyColor * shadowMult;
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
skyReflection *= atmColorMult;
|
||||
#endif
|
||||
#else
|
||||
vec3 skyReflection = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && defined COMPOSITE && (BLOCK_REFLECT_QUALITY >= 2 || WATER_REFLECT_QUALITY >= 2)
|
||||
vec4 wsrReflection = getWSR(playerPos, normalMR, nViewPosR, RVdotU, RVdotS, z0, dither);
|
||||
reflection = mix(wsrReflection, vec4(reflection.rgb, 1.0), reflection.a);
|
||||
refDist = min(refDist, length(wsrHitPos - playerPos));
|
||||
#endif
|
||||
|
||||
reflection.rgb = mix(skyReflection, reflection.rgb, reflection.a);
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
vec4 sampleBlurFilteredReflection(vec4 centerCol, float dither, float z0) {
|
||||
vec4 texture4 = texture2D(colortex4, texCoord);
|
||||
vec3 texture6 = texelFetch(colortex6, texelCoord, 0).rgb;
|
||||
float smoothnessD = texture6.r;
|
||||
//float linearZ0 = GetLinearDepth(z0);
|
||||
|
||||
const float spatialFactor = 2.5; // higher = smoother in space
|
||||
const float spatialFactorM = 2.0 * spatialFactor * spatialFactor;
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
float wsum = 0.0;
|
||||
vec2 texelSize = (3.0 + 6.0 * dither) / view; // 1 pixel range doesn't seem to be enough to smooth things out
|
||||
texelSize *= 1.0 - 0.75 * pow2(pow2(pow2(smoothnessD)));
|
||||
|
||||
int k = 2;
|
||||
for (int dy = -k; dy <= k; dy++) {
|
||||
for (int dx = -k; dx <= k; dx++) {
|
||||
vec2 offset = vec2(float(dx), float(dy)) * texelSize;
|
||||
vec2 sampleCoord = texCoord + offset;
|
||||
vec4 sampleCol = texture2D(colortex7, sampleCoord);
|
||||
|
||||
// Skip step if normals are too different
|
||||
vec4 texture1Sample = texture2D(colortex1, sampleCoord);
|
||||
if (length(texture4.rgb - texture1Sample.rgb) > 0.1) continue;
|
||||
|
||||
// Skip if depth is too different (costs performance for a tiny fix)
|
||||
#ifdef REFLECTION_BLUR_DEPTH_CHECK
|
||||
if (abs(GetLinearDepth(texture2D(depthtex0, sampleCoord).r) - linearZ0) * far > 2.0) continue;
|
||||
#endif
|
||||
|
||||
// Spatial weight (gaussian)
|
||||
float spatialDist2 = float(dx*dx + dy*dy);
|
||||
float w_s = exp(-spatialDist2 / spatialFactorM);
|
||||
|
||||
float w = w_s;
|
||||
|
||||
sum += sampleCol * w;
|
||||
wsum += w_s;
|
||||
}
|
||||
}
|
||||
|
||||
return sum / wsum;
|
||||
}
|
||||
@@ -0,0 +1,290 @@
|
||||
#include "/lib/misc/reprojection.glsl"
|
||||
|
||||
#ifdef OVERWORLD
|
||||
#include "/lib/atmospherics/sky.glsl"
|
||||
#include "/lib/shaderSettings/stars.glsl"
|
||||
#ifdef END_PORTAL_BEAM_INTERNAL
|
||||
#include "/lib/atmospherics/endPortalBeam.glsl"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef END
|
||||
#include "/lib/shaderSettings/endBeams.glsl"
|
||||
#ifdef COMPOSITE
|
||||
#include "/lib/atmospherics/enderBeams.glsl"
|
||||
#endif
|
||||
#if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0
|
||||
#include "/lib/atmospherics/endCrystalVortex.glsl"
|
||||
#endif
|
||||
#include "/lib/atmospherics/fog/endCenterFog.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef ATM_COLOR_MULTS
|
||||
#include "/lib/colors/colorMultipliers.glsl"
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_ATMOSPHERE
|
||||
#include "/lib/colors/moonPhaseInfluence.glsl"
|
||||
#endif
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && defined COMPOSITE
|
||||
#include "/lib/voxelization/lightVoxelization.glsl"
|
||||
#include "/lib/materials/materialMethods/worldSpaceRef.glsl"
|
||||
#endif
|
||||
|
||||
float GetApproxDistance(float depth) {
|
||||
return near * far / (far - depth * far);
|
||||
}
|
||||
|
||||
vec3 nvec3(vec4 pos) {
|
||||
return pos.xyz/pos.w;
|
||||
}
|
||||
|
||||
float refDist = far;
|
||||
|
||||
#include "/lib/materials/materialMethods/reflectionBackground.glsl"
|
||||
|
||||
vec4 GetReflection(vec3 normalM, vec3 viewPos, vec3 nViewPos, vec3 playerPos, float lViewPos, float z0,
|
||||
sampler2D depthtex, float dither, float skyLightFactor, float fresnel,
|
||||
float smoothness, vec3 geoNormal, vec3 color, vec3 shadowMult, float highlightMult, float enderDragonDead, vec2 texelOffset) {
|
||||
// ============================== Step 1: Prepare ============================== //
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL == -1
|
||||
vec2 rEdge = vec2(0.6, 0.55);
|
||||
#else
|
||||
vec2 rEdge = vec2(0.525, 0.525);
|
||||
#endif
|
||||
vec3 normalMR = normalM;
|
||||
#if defined PIXELATED_WATER_REFLECTIONS && defined GBUFFERS_WATER
|
||||
playerPos = TexelSnap(playerPos, texelOffset);
|
||||
viewPos = TexelSnap(viewPos, texelOffset);
|
||||
nViewPos = TexelSnap(nViewPos, texelOffset);
|
||||
lViewPos = TexelSnap(lViewPos, texelOffset);
|
||||
fresnel = TexelSnap(fresnel, texelOffset);
|
||||
#endif
|
||||
|
||||
#if defined GBUFFERS_WATER && WATER_STYLE == 1 && defined GENERATED_NORMALS
|
||||
normalMR = normalize(mix(geoNormal, normalM, 0.05));
|
||||
#endif
|
||||
|
||||
vec3 nViewPosR = normalize(reflect(nViewPos, normalMR));
|
||||
float RVdotU = dot(nViewPosR, upVec);
|
||||
float RVdotS = dot(nViewPosR, sunVec);
|
||||
vec3 worldRefDir = 0.5 * far * (mat3(gbufferModelViewInverse) * nViewPosR);
|
||||
|
||||
#if defined GBUFFERS_WATER && WATER_STYLE >= 2
|
||||
normalMR = normalize(mix(geoNormal, normalM, 0.8));
|
||||
#endif
|
||||
// ============================== End of Step 1 ============================== //
|
||||
|
||||
// ============================== Step 2: Calculate Terrain Reflection and Alpha ============================== //
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && defined COMPOSITE && WATER_REFLECT_QUALITY >= 1
|
||||
// In COMPOSITE for translucents we just need to return WSR and that's it
|
||||
if (z0 != z1) {
|
||||
/*vec4 reflection;
|
||||
AddBackgroundReflection(reflection, color, playerPos, normalM, normalMR, viewPos, nViewPos, nViewPosR,
|
||||
shadowMult, RVdotU, RVdotS, z0, dither, skyLightFactor, smoothness, highlightMult);
|
||||
|
||||
return reflection;*/
|
||||
vec4 reflection = getWSR(playerPos, normalMR, nViewPosR, RVdotU, RVdotS, z0, dither);
|
||||
refDist = length(playerPos - wsrHitPos);
|
||||
return reflection;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 reflection = vec4(0.0);
|
||||
vec3 refPos = vec3(0.0);
|
||||
vec3 reflectionColor = vec3(0.0);
|
||||
#if (defined COMPOSITE || WATER_REFLECT_QUALITY >= 1) && (WORLD_SPACE_REFLECTIONS_INTERNAL == -1 || WORLD_SPACE_REF_MODE == 2)
|
||||
#if defined COMPOSITE || WATER_REFLECT_QUALITY >= 2 && !defined DH_WATER
|
||||
// Method 1: Ray Marched Reflection //
|
||||
|
||||
// Ray Marching
|
||||
vec3 start = viewPos + normalMR * (lViewPos * 0.025 * (1.0 - fresnel) + 0.05);
|
||||
#if defined GBUFFERS_WATER && WATER_STYLE >= 2
|
||||
vec3 vector = normalize(reflect(nViewPos, normalMR)); // Not using nViewPosR because normalMR changed
|
||||
#else
|
||||
vec3 vector = nViewPosR;
|
||||
#endif
|
||||
//vector = normalize(vector - 0.5 * (1.0 - smoothness) * (1.0 - fresnel) * normalMR); // reflection anisotropy test
|
||||
//vector = normalize(vector - 0.075 * dither * (1.0 - pow2(pow2(fresnel))) * normalMR);
|
||||
vector *= 0.5;
|
||||
vec3 vectorBase = vector;
|
||||
vec3 viewPosRT = viewPos + vector;
|
||||
vec3 tvector = vector;
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL == -1
|
||||
int sampleCount = 30;
|
||||
int refinementCount = 6;
|
||||
#else
|
||||
int sampleCount = 38;
|
||||
int refinementCount = 10;
|
||||
#endif
|
||||
|
||||
int sr = 0;
|
||||
float dist = 0.0;
|
||||
vec3 rfragpos = vec3(0.0);
|
||||
float err = 9999999.0;
|
||||
for (int i = 0; i < sampleCount; i++) {
|
||||
refPos = nvec3(gbufferProjection * vec4(viewPosRT, 1.0)) * 0.5 + 0.5;
|
||||
if (abs(refPos.x - 0.5) > rEdge.x || abs(refPos.y - 0.5) > rEdge.y) break;
|
||||
|
||||
rfragpos = vec3(refPos.xy, texture2D(depthtex, refPos.xy).r);
|
||||
rfragpos = nvec3(gbufferProjectionInverse * vec4(rfragpos * 2.0 - 1.0, 1.0));
|
||||
dist = length(start - rfragpos);
|
||||
|
||||
err = length(viewPosRT - rfragpos);
|
||||
if (err * 0.33333 < length(vector)) {
|
||||
sr++;
|
||||
if (sr >= refinementCount) break;
|
||||
tvector -= vector;
|
||||
vector *= 0.1;
|
||||
}
|
||||
vector *= 2.0;
|
||||
tvector += vector * (0.95 + 0.1 * dither);
|
||||
viewPosRT = start + tvector;
|
||||
}
|
||||
|
||||
float lViewPosRT = length(rfragpos);
|
||||
|
||||
// Finalizing Terrain Reflection and Alpha
|
||||
if (
|
||||
refPos.z < 0.99997
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && COLORED_LIGHTING_INTERNAL >= 256
|
||||
&& (err < 2.0 + pow2(lViewPosRT) * 0.001 || lViewPosRT > 0.25 * COLORED_LIGHTING_INTERNAL)
|
||||
#endif
|
||||
) {
|
||||
vec2 absPos = abs(refPos.xy - 0.5);
|
||||
vec2 cdist = absPos / rEdge;
|
||||
float border = clamp(1.0 - pow(max(cdist.x, cdist.y), 50.0), 0.0, 1.0);
|
||||
reflection.a = border;
|
||||
|
||||
if (reflection.a > 0.001) {
|
||||
vec2 edgeFactor = pow2(pow2(pow2(cdist)));
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL == -1
|
||||
refPos.y += (dither - 0.5) * (0.05 * (edgeFactor.x + edgeFactor.y));
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
reflection = texture2D(gaux2, refPos.xy);
|
||||
reflection.rgb = pow2(reflection.rgb * 2.0);
|
||||
#else
|
||||
float smoothnessDM = pow2(smoothness);
|
||||
float lodFactor = 1.0 - exp(-0.125 * (1.0 - smoothnessDM) * dist);
|
||||
float lod = log2(viewHeight / 8.0 * (1.0 - smoothnessDM) * lodFactor) * 0.45;
|
||||
if (z0 <= 0.56) lod *= 2.22; // Using more lod to compensate for less roughness noise on held items
|
||||
lod = max(lod - 1.0, 0.0);
|
||||
|
||||
reflection.rgb = texture2DLod(colortex0, refPos.xy, lod).rgb;
|
||||
reflectionColor = reflection.rgb;
|
||||
|
||||
#endif
|
||||
|
||||
float skyFade = 0.0;
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
float reflectionPrevAlpha = reflection.a;
|
||||
DoFog(reflection, skyFade, lViewPosRT, ViewToPlayer(rfragpos.xyz), RVdotU, RVdotS, dither, true, lViewPos);
|
||||
reflection.a = reflectionPrevAlpha;
|
||||
//reflection.a *= 1.0 - skyFade;
|
||||
#endif
|
||||
|
||||
edgeFactor.x = pow2(edgeFactor.x);
|
||||
edgeFactor = 1.0 - edgeFactor;
|
||||
float refFactor = pow(edgeFactor.x * edgeFactor.y, 2.0 + 3.0 * GetLuminance(reflection.rgb));
|
||||
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0 && defined GBUFFERS_WATER
|
||||
refFactor = min(refFactor, 0.1) * 10.0;
|
||||
#endif
|
||||
reflection.a *= refFactor;
|
||||
refDist = dist;
|
||||
}
|
||||
|
||||
float posDif = lViewPosRT - lViewPos;
|
||||
reflection.a *= clamp(posDif + 3.0, 0.0, 1.0);
|
||||
}
|
||||
#if !defined COMPOSITE && defined DISTANT_HORIZONS
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
#if !defined COMPOSITE && (WATER_REFLECT_QUALITY < 2 || defined DISTANT_HORIZONS) || defined DH_WATER
|
||||
{ // Method 2: Mirorred Image Reflection //
|
||||
|
||||
#if WATER_REFLECT_QUALITY < 2 && !defined DISTANT_HORIZONS
|
||||
float verticalStretch = 0.013; // for potato quality reflections
|
||||
#else
|
||||
float verticalStretch = 0.0025; // for distant horizons reflections
|
||||
#endif
|
||||
|
||||
vec4 clipPosR = gbufferProjection * vec4(nViewPosR + verticalStretch * viewPos, 1.0);
|
||||
vec3 screenPosR = clipPosR.xyz / clipPosR.w * 0.5 + 0.5;
|
||||
vec2 screenPosRM = abs(screenPosR.xy - 0.5);
|
||||
|
||||
if (screenPosRM.x < rEdge.x && screenPosRM.y < rEdge.y) {
|
||||
vec2 edgeFactor = pow2(pow2(pow2(screenPosRM / rEdge)));
|
||||
screenPosR.y += (dither - 0.5) * (0.03 * (edgeFactor.x + edgeFactor.y) + 0.004);
|
||||
float z1R = texture2D(depthtex1, screenPosR.xy).x;
|
||||
screenPosR.z = z1R;
|
||||
vec3 viewPosR = ScreenToView(screenPosR);
|
||||
float lViewPosR = length(viewPosR);
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float z1RDH = texture2D(dhDepthTex, screenPosR.xy).x;
|
||||
vec4 screenPos1DH = vec4(screenPosR.xy, z1RDH, 1.0);
|
||||
vec4 viewPos1DH = dhProjectionInverse * (screenPos1DH * 2.0 - 1.0);
|
||||
viewPos1DH /= viewPos1DH.w;
|
||||
lViewPosR = min(lViewPosR, length(viewPos1DH.xyz));
|
||||
|
||||
z1R = min(z1R, z1RDH);
|
||||
#endif
|
||||
|
||||
if (z1R < 0.9997 && lViewPos <= 2.0 + lViewPosR) {
|
||||
reflection.rgb = texture2D(gaux2, screenPosR.xy).rgb;
|
||||
reflection.rgb = pow2(reflection.rgb * 2.0);
|
||||
|
||||
edgeFactor = 1.0 - edgeFactor;
|
||||
reflection.a = edgeFactor.x * pow2(edgeFactor.y);
|
||||
reflection.a *= clamp01((dot(nViewPos, nViewPosR) - 0.45) * 10.0); // Fixes perpendicular ref bug
|
||||
|
||||
#ifdef BORDER_FOG
|
||||
float fog = lViewPosR / renderDistance;
|
||||
fog = pow2(pow2(fog));
|
||||
#ifndef DISTANT_HORIZONS
|
||||
fog = pow2(pow2(fog));
|
||||
#endif
|
||||
reflection.a *= exp(-3.0 * fog);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// ============================== End of Step 2 ============================== //
|
||||
|
||||
// ============================== Step 3: Add Sky or WSR Reflection ============================== //
|
||||
#if defined COMPOSITE || WATER_REFLECT_QUALITY >= 1
|
||||
if (reflection.a < 1.0)
|
||||
#endif
|
||||
{
|
||||
AddBackgroundReflection(reflection, color, playerPos, normalM, normalMR, viewPos, nViewPos, nViewPosR,
|
||||
shadowMult, RVdotU, RVdotS, z0, dither, skyLightFactor, smoothness, highlightMult);
|
||||
}
|
||||
// ============================== End of Step 3 ============================== //
|
||||
|
||||
#if (defined COMPOSITE || (WATER_REFLECT_QUALITY >= 2 && defined SKY_EFFECT_REFLECTION)) && (END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0)
|
||||
reflection.rgb += EndCrystalVortices(playerPos, worldRefDir, dither).rgb;
|
||||
#endif
|
||||
#if (defined COMPOSITE || (WATER_REFLECT_QUALITY >= 2 && defined SKY_EFFECT_REFLECTION)) && defined END_PORTAL_BEAM_INTERNAL && !defined DH_WATER
|
||||
vec4 refPosPlayer = gbufferModelViewInverse * (gbufferProjectionInverse * vec4(refPos * 2.0 - 1.0, 1.0));
|
||||
refPosPlayer /= refPosPlayer.w;
|
||||
reflection.rgb += sqrt(GetEndPortalBeam(playerPos, refPosPlayer.xyz * reflection.a - playerPos).rgb);
|
||||
#endif
|
||||
|
||||
#if (defined COMPOSITE || WATER_REFLECT_QUALITY >= 2) && (WORLD_SPACE_REFLECTIONS_INTERNAL == -1 || WORLD_SPACE_REF_MODE == 2) && defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && !defined DH_WATER
|
||||
if (reflection.a < 1.0) {
|
||||
float attentuation = doEndCenterFog(playerPos + cameraPositionBest, worldRefDir.xyz, length(viewPosRT - start), 0.07);
|
||||
vec3 pointLightFog = vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G + 0.05, END_CENTER_LIGHTING_B) * 0.355 * END_CENTER_LIGHTING * attentuation * enderDragonDead;
|
||||
reflection.rgb += sqrt(clamp01(pointLightFog - reflectionColor));
|
||||
}
|
||||
#endif
|
||||
|
||||
return reflection;
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
float GetApproxDistance(float depth) {
|
||||
return near * far / (far - depth * far);
|
||||
}
|
||||
|
||||
vec2 DoRefraction(inout vec3 color, inout float z0, inout float z1, vec3 viewPos, float lViewPos) {
|
||||
// Prep
|
||||
if (int(texelFetch(colortex6, texelCoord, 0).g * 255.1) != 241) return texCoord.xy;
|
||||
|
||||
float fovScale = gbufferProjection[1][1];
|
||||
|
||||
vec3 playerPos = ViewToPlayer(viewPos.xyz);
|
||||
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
|
||||
vec2 worldPosRM = worldPos.xz * 0.02 + worldPos.y * 0.01 + 0.01 * frameTimeCounter;
|
||||
|
||||
vec2 refractNoise = texture2DLod(noisetex, worldPosRM, 0.0).rb - vec2(0.5);
|
||||
refractNoise *= WATER_REFRACTION_INTENSITY * fovScale / (3.0 + lViewPos);
|
||||
|
||||
#if WATER_STYLE < 3
|
||||
refractNoise *= 0.015;
|
||||
#else
|
||||
refractNoise *= 0.02;
|
||||
#endif
|
||||
|
||||
// Check
|
||||
float approxDif = GetApproxDistance(z1) - GetApproxDistance(z0);
|
||||
refractNoise *= clamp(approxDif, 0.0, 1.0);
|
||||
|
||||
vec2 refractCoord = texCoord.xy + refractNoise;
|
||||
|
||||
if (int(texture2D(colortex6, refractCoord).g * 255.1) != 241) return texCoord.xy;
|
||||
|
||||
float z0check = texture2D(depthtex0, refractCoord).r;
|
||||
float z1check = texture2D(depthtex1, refractCoord).r;
|
||||
float approxDifCheck = GetApproxDistance(z1check) - GetApproxDistance(z0check);
|
||||
refractNoise *= clamp(approxDifCheck, 0.0, 1.0);
|
||||
|
||||
// Sample
|
||||
refractCoord = texCoord.xy + refractNoise;
|
||||
color = texture2D(colortex0, refractCoord).rgb;
|
||||
z0 = texture2D(depthtex0, refractCoord).r;
|
||||
z1 = texture2D(depthtex1, refractCoord).r;
|
||||
return refractCoord;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
const float packSizeSW = 16.0;
|
||||
|
||||
void DoSnowyWorld(inout vec4 color, inout float smoothnessG, inout float highlightMult, inout float smoothnessD, inout float emission,
|
||||
vec3 playerPos, vec2 lmCoord, float snowFactor, float snowMinNdotU, float NdotU, int subsurfaceMode) {
|
||||
float snowFactorM = snowFactor * 1000.0 * max(NdotU - 0.9, snowMinNdotU) * max0(lmCoord.y - 0.9) * (0.9 - clamp(lmCoord.x, 0.8, 0.9));
|
||||
if (snowFactorM <= 0.0001) return;
|
||||
|
||||
vec3 worldPos = playerPos + cameraPosition;
|
||||
vec2 noiseCoord = floor(packSizeSW * worldPos.xz + 0.001) / packSizeSW;
|
||||
noiseCoord += floor(packSizeSW * worldPos.y + 0.001) / packSizeSW;
|
||||
float noiseTexture = dot(vec2(0.25, 0.75), texture2DLod(noisetex, noiseCoord * 0.45, 0.0).rg);
|
||||
vec3 snowColor = mix(vec3(0.65, 0.8, 0.85), vec3(1.0, 1.0, 1.0), noiseTexture * 0.75 + 0.125);
|
||||
|
||||
color.rgb = mix(color.rgb, snowColor + color.rgb * emission * 0.2, snowFactorM);
|
||||
smoothnessG = mix(smoothnessG, 0.25 + 0.25 * noiseTexture, snowFactorM);
|
||||
highlightMult = mix(highlightMult, 2.0 - subsurfaceMode * 0.666, snowFactorM);
|
||||
smoothnessD = mix(smoothnessD, 0.0, snowFactorM);
|
||||
emission *= 1.0 - snowFactorM * 0.85;
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
float random (in float x) { return fract(sin(x)*1e4);}
|
||||
float random (in vec2 st) {return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);}
|
||||
vec2 random2( vec2 p ) {
|
||||
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
|
||||
}
|
||||
|
||||
vec4 hash4( vec2 p ) { return fract(sin(vec4( 1.0+dot(p,vec2(37.0,17.0)),
|
||||
2.0+dot(p,vec2(11.0,47.0)),
|
||||
3.0+dot(p,vec2(41.0,29.0)),
|
||||
4.0+dot(p,vec2(23.0,31.0))))*103.0); }
|
||||
|
||||
vec4 textureNoTile( sampler2D samp, in vec2 uv )
|
||||
{
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
|
||||
// #ifdef USEHASH
|
||||
// // generate per-tile transform (needs GL_NEAREST_MIPMAP_LINEARto work right)
|
||||
// vec4 ofa = texture( samp, (iuv + vec2(0.5,0.5))/256.0 );
|
||||
// vec4 ofb = texture( samp, (iuv + vec2(1.5,0.5))/256.0 );
|
||||
// vec4 ofc = texture( samp, (iuv + vec2(0.5,1.5))/256.0 );
|
||||
// vec4 ofd = texture( samp, (iuv + vec2(1.5,1.5))/256.0 );
|
||||
// #else
|
||||
// generate per-tile transform
|
||||
vec4 ofa = hash4( iuv + vec2(0.0,0.0) );
|
||||
vec4 ofb = hash4( iuv + vec2(1.0,0.0) );
|
||||
vec4 ofc = hash4( iuv + vec2(0.0,1.0) );
|
||||
vec4 ofd = hash4( iuv + vec2(1.0,1.0) );
|
||||
//#endif
|
||||
|
||||
vec2 ddx = dFdx( uv );
|
||||
vec2 ddy = dFdy( uv );
|
||||
|
||||
// transform per-tile uvs
|
||||
ofa.zw = sign(ofa.zw-0.5);
|
||||
ofb.zw = sign(ofb.zw-0.5);
|
||||
ofc.zw = sign(ofc.zw-0.5);
|
||||
ofd.zw = sign(ofd.zw-0.5);
|
||||
|
||||
// uv's, and derivarives (for correct mipmapping)
|
||||
vec2 uva = uv*ofa.zw + ofa.xy; vec2 ddxa = ddx*ofa.zw; vec2 ddya = ddy*ofa.zw;
|
||||
vec2 uvb = uv*ofb.zw + ofb.xy; vec2 ddxb = ddx*ofb.zw; vec2 ddyb = ddy*ofb.zw;
|
||||
vec2 uvc = uv*ofc.zw + ofc.xy; vec2 ddxc = ddx*ofc.zw; vec2 ddyc = ddy*ofc.zw;
|
||||
vec2 uvd = uv*ofd.zw + ofd.xy; vec2 ddxd = ddx*ofd.zw; vec2 ddyd = ddy*ofd.zw;
|
||||
|
||||
// fetch and blend
|
||||
vec2 b = smoothstep(0.25,0.75,fuv);
|
||||
|
||||
return mix( mix( textureGrad( samp, uva, ddxa, ddya ),
|
||||
textureGrad( samp, uvb, ddxb, ddyb ), b.x ),
|
||||
mix( textureGrad( samp, uvc, ddxc, ddyc ),
|
||||
textureGrad( samp, uvd, ddxd, ddyd ), b.x), b.y );
|
||||
}
|
||||
|
||||
vec3 voronoi( in vec2 x, float rnd ) {
|
||||
vec2 n = floor(x);
|
||||
vec2 f = fract(x);
|
||||
|
||||
// first pass: regular voronoi
|
||||
vec2 mg, mr;
|
||||
float md = 8.0;
|
||||
for (int j=-1; j<=1; j++ ) {
|
||||
for (int i=-1; i<=1; i++ ) {
|
||||
vec2 g = vec2(float(i),float(j));
|
||||
vec2 o = random2( n + g )*rnd;
|
||||
o = 0.5 + 0.5*sin( frameTimeCounter + 6.2831*o );
|
||||
vec2 r = g + o - f;
|
||||
float d = dot(r,r);
|
||||
|
||||
if( d<md ) {
|
||||
md = d;
|
||||
mr = r;
|
||||
mg = g;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// second pass: distance to borders
|
||||
md = 8.0;
|
||||
for (int j=-2; j<=2; j++ ) {
|
||||
for (int i=-2; i<=2; i++ ) {
|
||||
vec2 g = mg + vec2(float(i),float(j));
|
||||
vec2 o = random2(n + g)*rnd;
|
||||
o = 0.5 + 0.5*sin( frameTimeCounter + 6.2831*o );
|
||||
vec2 r = g + o - f;
|
||||
|
||||
if( dot(mr-r,mr-r)>0.00001 )
|
||||
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
|
||||
}
|
||||
}
|
||||
return vec3( md, mr );
|
||||
}
|
||||
|
||||
vec3 waterMaskFunc(vec3 worldPos, const float water_scroll_speed, vec3 waterColor, int mat, vec3 normal) {
|
||||
const float foam_speed = 0.05;
|
||||
const float water_warp = 0.005;
|
||||
vec3 water_color = vec3(0);
|
||||
if (mat == 10049) { // Water Cauldron
|
||||
water_color = saturateColors(waterColor, 0.3) * 0.7;
|
||||
} else {
|
||||
water_color = mix(waterColor * 0.4, vec3(0.22, 0.22, 0.22), 0.5);
|
||||
}
|
||||
|
||||
//pixelated coord to created pixelated visual
|
||||
vec3 uv = worldPos;
|
||||
uv = (uv-.5)*.25+.5;
|
||||
float pixelWaterSize = 16;
|
||||
uv = floor(uv * (pixelWaterSize * 4)) / (pixelWaterSize * 4);
|
||||
|
||||
float d = dot(uv.xz-0.5,uv.xz-0.5);
|
||||
vec3 c = voronoi(5.0*uv.xz, pow(d,.6) );
|
||||
|
||||
vec2 water_pos = vec2(frameTimeCounter) * water_scroll_speed;
|
||||
vec3 foamNoise = textureNoTile(noisetex, uv.xz + vec2(frameTimeCounter) * foam_speed).xyz;
|
||||
|
||||
vec3 result = vec3(0.0);
|
||||
// borders
|
||||
vec3 waterMask = mix(vec3(1.00), vec3(0.0), smoothstep( 0.04, 0.06, c.x ));
|
||||
vec3 foam = waterMask * vec3(foamNoise.y - 0.55);
|
||||
foam = clamp(foam, vec3(0.02), vec3(1.0));
|
||||
foam *= 1.3;
|
||||
|
||||
//not regular structure water
|
||||
float water_sample = floor(texture2DLod(noisetex, uv.xz * 0.25 + foamNoise.xz * water_warp + water_pos, 0.0).r * 16) / 16;
|
||||
vec3 water = mix(water_color, vec3(0.001), water_sample * float(foam));
|
||||
|
||||
// small particles in water
|
||||
// Grid
|
||||
vec2 st = uv.xz;
|
||||
st *= vec2(100.0,100.);
|
||||
vec2 ipos = floor(st); // integer
|
||||
vec2 vel = vec2(frameTimeCounter); // time
|
||||
vel *= vec2(-1.,0.); // direction
|
||||
vel *= (step(1.0, mod(ipos.y,5.024))-0.5)*2.; // Oposite directions
|
||||
vel *= vec2(-1.,0.); // direction
|
||||
vel *= random(ipos.y); // random speed
|
||||
|
||||
//Creating particles
|
||||
vec3 pixelParticle = vec3(1.0);
|
||||
pixelParticle *= random(floor(vec2(st.x*0.32, st.y)+vel));
|
||||
float mixFactor = clamp((sin(frameTimeCounter*0.1) + 1.0)*0.5, 0.005, 0.15);
|
||||
pixelParticle = smoothstep(0.0,mixFactor,pixelParticle);
|
||||
pixelParticle = (1.0 - pixelParticle) * (foamNoise.y - 0.55);
|
||||
pixelParticle = clamp(pixelParticle, vec3(0.02), vec3(1.0));
|
||||
|
||||
result = foam * 2.0 + pixelParticle * 2.0 + water;
|
||||
//result = vec3(foamNoise.y - 0.55);
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,243 @@
|
||||
#include "/lib/shaderSettings/wavingBlocks.glsl"
|
||||
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
#include "/lib/voxelization/lightVoxelization.glsl"
|
||||
#endif
|
||||
|
||||
vec3 GetRawWave(in vec3 pos, float wind) {
|
||||
float magnitude = sin(wind * 0.0027 + pos.x + pos.y) * 0.04 + 0.04;
|
||||
float d0 = sin(wind * 0.0127);
|
||||
float d1 = sin(wind * 0.0089);
|
||||
float d2 = sin(wind * 0.0114);
|
||||
vec3 wave;
|
||||
wave.x = magnitude * sin(wind*0.0224 + d1 + d2 + pos.x - pos.z + pos.y);
|
||||
wave.y = magnitude * sin(wind*0.0015 + d2 + d0 + pos.x);
|
||||
wave.z = magnitude * sin(wind*0.0063 + d0 + d1 - pos.x + pos.z + pos.y);
|
||||
|
||||
return wave;
|
||||
}
|
||||
|
||||
vec3 GetWave(in vec3 pos, float waveSpeed) {
|
||||
float wind = frameTimeCounter * waveSpeed * WAVING_SPEED;
|
||||
vec3 wave = GetRawWave(pos, wind);
|
||||
|
||||
#define WAVING_I_RAIN_MULT_M WAVING_I_RAIN_MULT * 0.01
|
||||
|
||||
#if WAVING_I_RAIN_MULT > 100
|
||||
float windRain = frameTimeCounter * waveSpeed * WAVING_I_RAIN_MULT_M * WAVING_SPEED;
|
||||
vec3 waveRain = GetRawWave(pos, windRain);
|
||||
wave = mix(wave, waveRain, rainFactor);
|
||||
#endif
|
||||
|
||||
float wavingIntensity = WAVING_I * mix(1.0, WAVING_I_RAIN_MULT_M, rainFactor);
|
||||
|
||||
return wave * wavingIntensity;
|
||||
}
|
||||
|
||||
void DoWave_Foliage(inout vec3 playerPos, vec3 worldPos, float waveMult) {
|
||||
worldPos.y *= 0.5;
|
||||
|
||||
vec3 wave = GetWave(worldPos, 170.0);
|
||||
wave.x = wave.x * 3.0;
|
||||
wave.y = 0.0;
|
||||
wave.z = wave.z * 8.0 + wave.y * 4.0;
|
||||
|
||||
#ifdef NO_WAVING_INDOORS
|
||||
#ifndef WAVE_EVERYTHING
|
||||
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
|
||||
#else
|
||||
wave *= 0.1;
|
||||
#endif
|
||||
#else
|
||||
wave *= 0.1;
|
||||
#endif
|
||||
|
||||
playerPos.xyz += wave * waveMult;
|
||||
}
|
||||
|
||||
void DoWave_Leaves(inout vec3 playerPos, vec3 worldPos, float waveMult) {
|
||||
worldPos *= vec3(0.75, 0.375, 0.75);
|
||||
|
||||
vec3 wave = GetWave(worldPos, 170.0);
|
||||
wave *= vec3(4.0, 3.0, 8.0);
|
||||
|
||||
wave *= 1.0 - inSnowy; // Leaves with snow on top look wrong
|
||||
|
||||
#if defined NO_WAVING_INDOORS && !defined WAVE_EVERYTHING
|
||||
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
|
||||
#else
|
||||
wave *= 0.1;
|
||||
#endif
|
||||
|
||||
playerPos.xyz += wave * waveMult;
|
||||
}
|
||||
|
||||
void DoWave_Water(inout vec3 playerPos, vec3 worldPos) {
|
||||
float waterWaveTime = frameTimeCounter * 6.0 * WAVING_SPEED;
|
||||
worldPos.xz *= 14.0;
|
||||
|
||||
float wave = sin(waterWaveTime * 0.7 - worldPos.z * 0.14 + worldPos.x * 0.07);
|
||||
wave += sin(waterWaveTime * 0.5 - worldPos.z * 0.10 + worldPos.x * 0.05);
|
||||
|
||||
#if defined NO_WAVING_INDOORS && !defined WAVE_EVERYTHING
|
||||
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
|
||||
#else
|
||||
wave *= 0.1;
|
||||
#endif
|
||||
|
||||
playerPos.y += wave * 0.125 - 0.05;
|
||||
|
||||
#if defined GBUFFERS_WATER && WATER_STYLE == 1
|
||||
normal = mix(normal, tangent, wave * 0.01);
|
||||
#endif
|
||||
}
|
||||
|
||||
void DoWave_Lava(inout vec3 playerPos, vec3 worldPos) {
|
||||
if (fract(worldPos.y + 0.005) > 0.06) {
|
||||
float lavaWaveTime = frameTimeCounter * 3.0 * WAVING_SPEED;
|
||||
worldPos.xz *= 14.0;
|
||||
|
||||
float wave = sin(lavaWaveTime * 0.7 - worldPos.z * 0.14 + worldPos.x * 0.07);
|
||||
wave += sin(lavaWaveTime * 0.5 - worldPos.z * 0.05 + worldPos.x * 0.10);
|
||||
|
||||
#if defined NETHER && defined WAVIER_LAVA
|
||||
if (worldPos.y > 30 && worldPos.y < 32) wave *= 4.5;
|
||||
else wave *= 2.0;
|
||||
#endif
|
||||
|
||||
playerPos.y += wave * 0.0125;
|
||||
}
|
||||
}
|
||||
|
||||
void DoWave(inout vec3 playerPos, int mat) {
|
||||
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
|
||||
|
||||
#if defined GBUFFERS_TERRAIN || defined SHADOW
|
||||
#ifdef WAVING_FOLIAGE
|
||||
if (mat == 10003 || mat == 10005 || mat == 10029 || mat == 10025 // Grounded Foliage
|
||||
#ifdef DO_MORE_FOLIAGE_WAVING
|
||||
|| mat == 10769 // Torchflower
|
||||
|| mat == 10976 // Open Eye Blossom
|
||||
#endif
|
||||
) {
|
||||
if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26)
|
||||
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
|
||||
}
|
||||
|
||||
else if (mat == 10021 || mat == 10023 || mat == 10027) { // Upper Layer Foliage
|
||||
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
|
||||
}
|
||||
|
||||
#ifdef DO_MORE_FOLIAGE_WAVING
|
||||
else if (mat == 10972) { // Firefly Bush
|
||||
if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26) {
|
||||
vec3 wave = GetWave(worldPos, 170.0);
|
||||
wave.x = wave.x * 8.0 + wave.y * 4.0;
|
||||
wave.y = 0.0;
|
||||
wave.z = wave.z * 3.0;
|
||||
|
||||
playerPos.xyz += wave * 0.1 * eyeBrightnessM; // lmCoord.y is unreliable for firefly bushes
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined WAVING_LEAVES_ENABLED || defined WAVING_LAVA || defined WAVING_LILY_PAD
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef WAVING_LEAVES_ENABLED
|
||||
if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves
|
||||
DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
|
||||
} else if (mat == 10013 || mat == 10923) { // Vine
|
||||
// Reduced waving on vines to prevent clipping through blocks
|
||||
DoWave_Leaves(playerPos.xyz, worldPos, 0.75);
|
||||
}
|
||||
#if defined NETHER || defined DO_NETHER_VINE_WAVING_OUTSIDE_NETHER
|
||||
else if (mat == 10884 || mat == 10885) { // Weeping Vines, Twisting Vines
|
||||
float waveMult = 1.0;
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
vec3 playerPosP = playerPos + vec3(0.0, 0.1, 0.0);
|
||||
vec3 voxelPosP = SceneToVoxel(playerPosP);
|
||||
vec3 playerPosN = playerPos - vec3(0.0, 0.1, 0.0);
|
||||
vec3 voxelPosN = SceneToVoxel(playerPosN);
|
||||
|
||||
if (CheckInsideVoxelVolume(voxelPosP)) {
|
||||
int voxelP = int(GetVoxelVolume(ivec3(voxelPosP)));
|
||||
int voxelN = int(GetVoxelVolume(ivec3(voxelPosN)));
|
||||
if (voxelP != 0 && voxelP != 65 || voxelN != 0 && voxelN != 65) // not air, not weeping vines
|
||||
waveMult = 0.0;
|
||||
}
|
||||
#endif
|
||||
DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
|
||||
}
|
||||
#endif
|
||||
#ifdef WAVING_SUGAR_CANE
|
||||
if (mat == 10039) { // Sugar Cane
|
||||
float waveMult = 0.75;
|
||||
#if COLORED_LIGHTING_INTERNAL > 0
|
||||
vec3 voxelPosP = SceneToVoxel(playerPos - vec3(0.0, 0.1, 0.0));
|
||||
|
||||
if (CheckInsideVoxelVolume(voxelPosP)) {
|
||||
int voxelP = int(texelFetch(voxel_sampler, ivec3(voxelPosP), 0).r);
|
||||
if (voxelP != 0) // not air
|
||||
waveMult = 0.0;
|
||||
}
|
||||
#endif
|
||||
DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined WAVING_LAVA || defined WAVING_LILY_PAD
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef WAVING_LAVA
|
||||
if (mat == 10068 || mat == 10070) { // Lava
|
||||
DoWave_Lava(playerPos.xyz, worldPos);
|
||||
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
// G8FL735 Fixes Optifine-Iris parity. Optifine has 0.9 gl_Color.rgb on a lot of versions
|
||||
glColorRaw.rgb = min(glColorRaw.rgb, vec3(0.9));
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef WAVING_LILY_PAD
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef WAVING_LILY_PAD
|
||||
if (mat == 10489) { // Lily Pad
|
||||
DoWave_Water(playerPos.xyz, worldPos);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined GBUFFERS_WATER || defined SHADOW || defined GBUFFERS_TERRAIN
|
||||
#ifdef WAVING_WATER_VERTEX
|
||||
#if defined WAVING_ANYTHING_TERRAIN && defined SHADOW
|
||||
else
|
||||
#endif
|
||||
|
||||
if (mat == 32000) { // Water
|
||||
if (fract(worldPos.y + 0.005) > 0.06)
|
||||
DoWave_Water(playerPos.xyz, worldPos);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
void DoInteractiveWave(inout vec3 playerPos, int mat) {
|
||||
float strength = 2.0;
|
||||
if (mat == 10003 || mat == 10023 || mat == 10015) { // Flowers
|
||||
strength = 1.0;
|
||||
}
|
||||
if (length(playerPos) < 2.0) playerPos.xz += playerPos.xz * max(5.0 / max(length(playerPos * vec3(8.0, 2.0, 8.0) - vec3(0.0, 2.0, 0.0)), 2.0) -0.625, 0.0) * clamp(2.0 / length(playerPos) - 1.0, 0.0, 1.0) * strength; // Emin's code from v4 + smooth transition by me
|
||||
}
|
||||
|
||||
void DoWaveEverything(inout vec3 playerPos) {
|
||||
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
|
||||
DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
|
||||
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,388 @@
|
||||
#extension GL_ARB_shader_image_load_store : enable
|
||||
|
||||
#include "/lib/voxelization/reflectionVoxelization.glsl"
|
||||
#include "/lib/lighting/minimumLighting.glsl"
|
||||
|
||||
#if WORLD_SPACE_PLAYER_REF == 1
|
||||
#include "/lib/materials/materialMethods/playerRayTracer.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
#include "/lib/atmospherics/auroraBorealis.glsl"
|
||||
#endif
|
||||
|
||||
#if defined OVERWORLD || defined END
|
||||
#ifndef GBUFFERS_WATER
|
||||
#include "/lib/lighting/shadowSampling.glsl"
|
||||
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
|
||||
#include "/lib/misc/pixelation.glsl"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0
|
||||
const float offset = 0.00098;
|
||||
#elif SHADOW_SMOOTHING == 3
|
||||
const float offset = 0.00075;
|
||||
#elif SHADOW_SMOOTHING == 2
|
||||
const float offset = 0.0005;
|
||||
#elif SHADOW_SMOOTHING == 1
|
||||
const float offset = 0.0003;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
#include "/lib/lighting/heldLighting.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef CLOUD_SHADOWS
|
||||
#include "/lib/lighting/cloudShadows.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
#include "/lib/colors/colorMultipliers.glsl"
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_LIGHT
|
||||
#include "/lib/colors/moonPhaseInfluence.glsl"
|
||||
#endif
|
||||
|
||||
vec2 getLocalTexCoord(vec3 local, vec3 normal) {
|
||||
vec3 absNormal = abs(normal);
|
||||
return 1.0 - local.zy * absNormal.x - local.xz * absNormal.y - local.xy * absNormal.z;
|
||||
}
|
||||
|
||||
float getVoxelSpaceAO(vec3 playerPos, ivec3 normal, vec2 localTexCoord) {
|
||||
ivec3 voxelPos = ivec3(playerToSceneVoxel(playerPos + normal * 0.5));
|
||||
ivec3 absNormal = ivec3(abs(normal));
|
||||
ivec3 right = ivec3(0, 0, 1) * absNormal.x + ivec3(1, 0, 0) * absNormal.y + ivec3(1, 0, 0) * absNormal.z;
|
||||
ivec3 up = ivec3(0, 1, 0) * absNormal.x + ivec3(0, 0, 1) * absNormal.y + ivec3(0, 1, 0) * absNormal.z;
|
||||
|
||||
vec2 centerFactorPos = sqrt1(2.0 * clamp01(0.5 - localTexCoord));
|
||||
vec2 centerFactorNeg = sqrt1(2.0 * clamp01(localTexCoord - 0.5));
|
||||
ivec3 voxel0 = voxelPos + right;
|
||||
ivec3 voxel1 = voxelPos - right;
|
||||
ivec3 voxel2 = voxelPos + up;
|
||||
ivec3 voxel3 = voxelPos - up;
|
||||
|
||||
float occlusion0 = mix(0.0, float(checkVoxelAt(voxel0)), centerFactorPos.x);
|
||||
float occlusion1 = mix(0.0, float(checkVoxelAt(voxel1)), centerFactorNeg.x);
|
||||
float occlusion2 = mix(0.0, float(checkVoxelAt(voxel2)), centerFactorPos.y);
|
||||
float occlusion3 = mix(0.0, float(checkVoxelAt(voxel3)), centerFactorNeg.y);
|
||||
|
||||
return 1.0 - (occlusion0 + occlusion1 + occlusion2 + occlusion3) * 0.25;
|
||||
}
|
||||
|
||||
vec4 getShadedReflection(ivec3 voxelPos, vec3 oldPlayerPos, vec3 playerPos, vec3 rayDir, vec3 normal, float dither) {
|
||||
faceData faceData = getFaceData(voxelPos, normal);
|
||||
if (faceData.textureBounds.z < 1e-6) return vec4(-1.0);
|
||||
|
||||
vec2 localTexCoord = getLocalTexCoord(fract(playerPos + cameraPositionBestFract), normal);
|
||||
|
||||
vec2 textureSizeAtlas = textureSize(textureAtlas, 0);
|
||||
vec2 textureRadVec2 = faceData.textureBounds.z * vec2(1.0, textureSizeAtlas.x / textureSizeAtlas.y);
|
||||
vec2 textureCoord = faceData.textureBounds.xy + 2.0 * textureRadVec2 * localTexCoord;
|
||||
|
||||
float virtualDist = length(playerPos - oldPlayerPos) + length(oldPlayerPos);
|
||||
float textureFactor = length(textureRadVec2 * textureSizeAtlas) * 3.0;
|
||||
float lod = 0.5 * log2(virtualDist * textureFactor / gbufferProjection[0][0] / abs(dot(normal, rayDir)) / viewHeight / REFLECTION_RES);
|
||||
|
||||
vec4 color = texture2DLod(textureAtlas, textureCoord, lod) * vec4(faceData.glColor, 1.0);
|
||||
|
||||
#if MC_VERSION >= 12111 && IRIS_VERSION < 11005
|
||||
// stupid fake lods because custom texture lods broke with Iris in newer mc versions
|
||||
vec2 lodCoordSpan = localTexCoord / pow(2.0, int(1.5 + pow2(max0(lod)) + 0.0 * dither));
|
||||
|
||||
vec2 lodCoord1 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * (0.5 + lodCoordSpan);
|
||||
vec2 lodCoord2 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * (0.25 + lodCoordSpan);
|
||||
vec2 lodCoord3 = faceData.textureBounds.xy + 2.0 * textureRadVec2 * lodCoordSpan;
|
||||
vec4 lodColor1 = texture2DLod(textureAtlas, lodCoord1, lod) * vec4(faceData.glColor, 1.0);
|
||||
vec4 lodColor2 = texture2DLod(textureAtlas, lodCoord2, lod) * vec4(faceData.glColor, 1.0);
|
||||
vec4 lodColor3 = texture2DLod(textureAtlas, lodCoord3, lod) * vec4(faceData.glColor, 1.0);
|
||||
|
||||
float lodMix = clamp01(lod - 0.75 + 0.25 * dither);
|
||||
color = mix(color, 0.333333 * (lodColor1 + lodColor2 + lodColor3), lodMix);
|
||||
if (dot(color.rgb, vec3(0.333333)) - 0.5 < 0.49) color.a = mix(color.a, 1.0, lodMix);
|
||||
//
|
||||
#endif
|
||||
|
||||
if (color.a < 0.0041) return vec4(-1.0); // Note that the cutout parts of leaves have a color.a of about 0.004
|
||||
|
||||
int mat = int(texelFetch(wsr_sampler, voxelPos, 0).r);
|
||||
|
||||
bool noSmoothLighting = false, noDirectionalShading = false, isFoliage = false;
|
||||
int subsurfaceMode = 0;
|
||||
float emission = 0.0, NdotU = normal.y, NdotE = normal.x, snowMinNdotU = 0.0;
|
||||
vec2 lmCoordM = vec2(1.0);
|
||||
vec3 shadowMult = vec3(1.0), maRecolor = vec3(0.0);
|
||||
float skyLightCheck = 0.0;
|
||||
float overlayNoiseIntensity = 1.0, snowNoiseIntensity = 1.0, sandNoiseIntensity = 1.0, mossNoiseIntensity = 1.0, overlayNoiseTransparentOverwrite = 0.0, overlayNoiseEmission = 1.0, lavaNoiseIntensity = LAVA_NOISE_INTENSITY;
|
||||
#ifdef IPBR
|
||||
float lViewPos = length(playerPos);
|
||||
vec4 glColor = vec4(faceData.glColor, 1.0);
|
||||
vec2 absMidCoordPos = vec2(textureRadVec2);
|
||||
vec2 midCoord = faceData.textureBounds.xy + 2.0 * textureRadVec2 * vec2(0.5);
|
||||
vec2 signMidCoordPos = localTexCoord * 2.0 - 1.0;
|
||||
bool noVanillaAO = false, centerShadowBias = false, noGeneratedNormals = false, doTileRandomisation = true;
|
||||
float smoothnessD = 0.0, materialMask = 0.0;
|
||||
float smoothnessG = 0.0, highlightMult = 1.0, noiseFactor = 1.0, snowFactor = 1.0, noPuddles = 0.0;
|
||||
vec2 lmCoord = faceData.lightmap;
|
||||
vec3 normalM = normal, geoNormal = normal;
|
||||
float IPBRMult = 1.0;
|
||||
|
||||
#define DURING_WORLDSPACE_REF
|
||||
#ifndef IPBR_COMPAT_MODE
|
||||
#define IPBR_COMPAT_MODE
|
||||
#endif
|
||||
#undef DISTANT_LIGHT_BOKEH
|
||||
#include "/lib/materials/materialHandling/terrainIPBR.glsl"
|
||||
#undef DURING_WORLDSPACE_REF
|
||||
#else
|
||||
if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves
|
||||
#include "/lib/materials/specificMaterials/terrain/leaves.glsl"
|
||||
}
|
||||
#endif
|
||||
|
||||
float NdotL = dot(normal, mat3(gbufferModelViewInverse) * lightVec);
|
||||
#ifdef SIDE_SHADOWING
|
||||
float lightingNdotL = max0(NdotL + 0.4) * 0.714;
|
||||
|
||||
#ifdef END
|
||||
lightingNdotL = sqrt3(lightingNdotL);
|
||||
#endif
|
||||
#else
|
||||
float lightingNdotL = max0(NdotL);
|
||||
#endif
|
||||
|
||||
#ifndef NETHER
|
||||
vec3 shadow = shadowMult;
|
||||
if (lightingNdotL > 0.0001) {
|
||||
float shadowLength = shadowDistance * 0.9166667 - length(playerPos); //consistent08JJ622
|
||||
if (shadowLength > 0.000001) {
|
||||
float distanceBias = 0.12 + 0.0008 * pow(dot(playerPos, playerPos), 0.75);
|
||||
vec3 bias = normal * distanceBias * (2.0 - 0.95 * max0(NdotL));
|
||||
|
||||
#if SHADOW_QUALITY == 0
|
||||
int shadowSamples = 0; // We don't use SampleTAAFilteredShadow on Shadow Quality 0
|
||||
#elif SHADOW_QUALITY == 1
|
||||
int shadowSamples = 1;
|
||||
#else
|
||||
int shadowSamples = 2;
|
||||
#endif
|
||||
shadow = GetShadow(GetShadowPos(playerPos + bias), faceData.lightmap.y, offset, shadowSamples, false);
|
||||
}
|
||||
}
|
||||
shadow *= dot(shadow, vec3(0.33333));
|
||||
#else
|
||||
vec3 shadow = vec3(1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLOUD_SHADOWS
|
||||
shadow *= GetCloudShadow(playerPos);
|
||||
#endif
|
||||
|
||||
faceData.lightmap = pow2(pow2(faceData.lightmap));
|
||||
float AO = max(0.8, getVoxelSpaceAO(playerPos, ivec3(normal), localTexCoord));
|
||||
float directionalShading = noDirectionalShading ? 1.0 : (NdotU + 1.0) * 0.25 + 0.5;
|
||||
|
||||
vec3 centerPlayerPos = floor(playerPos + cameraPosition + normal * 0.01) - cameraPosition + 0.5;
|
||||
vec3 playerPosM = mix(centerPlayerPos, playerPos, (AO - 0.8) / 0.2);
|
||||
vec3 voxelPosM = SceneToVoxel(playerPosM);
|
||||
voxelPosM = clamp01(voxelPosM / vec3(voxelVolumeSize));
|
||||
vec4 lightVolume = GetLightVolume(voxelPosM);
|
||||
lightVolume = max(lightVolume, vec4(0.000001));
|
||||
vec3 specialLighting = 0.8 * pow(GetLuminance(lightVolume.rgb), 0.25) * DoLuminanceCorrection(pow(lightVolume.rgb, vec3(0.3)));
|
||||
if (noSmoothLighting == true) specialLighting *= 0.6;
|
||||
|
||||
vec3 minLighting = 0.8 * sqrt(GetMinimumLighting(faceData.lightmap.y, playerPos));
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
vec3 heldLighting = GetHeldLighting(playerPos, color.rgb, emission);
|
||||
specialLighting = sqrt(pow2(specialLighting) + sqrt(heldLighting));
|
||||
#endif
|
||||
|
||||
#ifdef AURORA_INFLUENCE
|
||||
ambientColor = getAuroraAmbientColor(ambientColor, rayDir, 0.035, AURORA_TERRAIN_INFLUENCE_INTENSITY, 0.9);
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD
|
||||
float ambientMult = 0.9 * faceData.lightmap.y;
|
||||
float lightMult = (1.1 + 0.25 * subsurfaceMode) * lightingNdotL * shadowTime;
|
||||
lightMult *= 1.0 + abs(NdotE) * 0.25;
|
||||
specialLighting *= 1.0 - faceData.lightmap.y * sunFactor;
|
||||
#else
|
||||
float ambientMult = 1.0;
|
||||
float lightMult = 1.0 * lightingNdotL * shadowTime;
|
||||
#endif
|
||||
|
||||
vec3 sceneLighting = ambientMult * ambientColor + lightMult * lightColor * shadow;
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
lightColorMult = GetLightColorMult();
|
||||
sceneLighting *= lightColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_LIGHT
|
||||
sceneLighting *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
vec3 lighting = sceneLighting + specialLighting * XLIGHT_I + minLighting;
|
||||
lighting = lighting * AO * directionalShading + emission * 0.8;
|
||||
|
||||
vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(playerPos));
|
||||
fadeout = sqrt3(fadeout) * 0.9 + 0.1;
|
||||
float alphaFade = min(fadeout.x, min(fadeout.y, fadeout.z));
|
||||
|
||||
return vec4(color.rgb * lighting + maRecolor, alphaFade);
|
||||
}
|
||||
|
||||
vec3 wsrHitPos = vec3(-100000);
|
||||
|
||||
vec4 traceHighLOD(vec3 rayDir, vec3 stepDir, vec3 stepSizes, vec3 oldPlayerPos, vec3 newPlayerPos, vec3 voxelPos, float RVdotU, float RVdotS, float dither) {
|
||||
vec3 nextDist = (stepDir * 0.5 + 0.5 - fract(voxelPos)) / rayDir;
|
||||
float closestDist = 0.0;
|
||||
|
||||
const float maxSteps = 14;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
closestDist = min(nextDist.x, min(nextDist.y, nextDist.z));
|
||||
vec3 stepAxis = vec3(lessThanEqual(nextDist, vec3(closestDist)));
|
||||
voxelPos += stepAxis * stepDir;
|
||||
nextDist += stepAxis * stepSizes;
|
||||
|
||||
if (!CheckInsideSceneVoxelVolume(voxelPos)) return vec4(0.0);
|
||||
|
||||
if (checkVoxelAt(ivec3(voxelPos))) {
|
||||
vec3 normal = -stepAxis * stepDir;
|
||||
vec3 intersection = newPlayerPos + rayDir * closestDist;
|
||||
vec4 reflection = getShadedReflection(ivec3(voxelPos), oldPlayerPos, intersection, rayDir, normal, dither);
|
||||
if (reflection.a < -0.5) continue;
|
||||
|
||||
wsrHitPos = intersection;
|
||||
|
||||
vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(oldPlayerPos));
|
||||
fadeout = sqrt3(fadeout) * 0.9 + 0.1;
|
||||
reflection *= min(fadeout.x, min(fadeout.y, fadeout.z));
|
||||
|
||||
float skyFade = 0.0;
|
||||
float reflectionPrevAlpha = reflection.a;
|
||||
|
||||
DoFog(reflection, skyFade, length(intersection), intersection, RVdotU, RVdotS, dither, true, length(oldPlayerPos));
|
||||
|
||||
reflection.a = reflectionPrevAlpha * (1.0 - skyFade);
|
||||
|
||||
return reflection;
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(-1.0);
|
||||
}
|
||||
|
||||
vec4 traceLowLOD(vec3 rayDir ,vec3 stepDir, vec3 stepSizes, vec3 playerPos, vec3 voxelPos, vec3 normalOffset, float RVdotU, float RVdotS, float dither) {
|
||||
float lodScale = 4.0;
|
||||
vec3 lodVoxelPos = voxelPos / lodScale;
|
||||
|
||||
vec3 nextDist = (stepDir * 0.5 + 0.5 - fract(lodVoxelPos)) / rayDir;
|
||||
float closestDistPrevious = 0.0;
|
||||
float closestDist = 0.0;
|
||||
|
||||
float maxSteps = length(vec3(sceneVoxelVolumeSize)) / lodScale;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
if (any(greaterThan(lodVoxelPos, vec3(sceneVoxelVolumeSize) / lodScale)) || any(lessThan(lodVoxelPos, vec3(0.0))))
|
||||
return vec4(0.0);
|
||||
|
||||
if (checkLodVoxelAt(ivec3(lodVoxelPos))) {
|
||||
vec3 newPlayerPos = playerPos + rayDir * closestDistPrevious * lodScale;
|
||||
|
||||
// Fixes surfaces reflecting themselves at a distance with lower resolutions, but it can cause some rare artifacts
|
||||
if (i <= 2) newPlayerPos += normalOffset * 0.06;
|
||||
|
||||
vec3 newVoxelPos = playerToSceneVoxel(newPlayerPos);
|
||||
vec4 try = traceHighLOD(rayDir, stepDir, stepSizes, playerPos, newPlayerPos, newVoxelPos, RVdotU, RVdotS, dither);
|
||||
if (try.a > -0.5) return try;
|
||||
}
|
||||
|
||||
closestDistPrevious = closestDist;
|
||||
closestDist = min(nextDist.x, min(nextDist.y, nextDist.z));
|
||||
vec3 stepAxis = vec3(lessThanEqual(nextDist, vec3(closestDist)));
|
||||
lodVoxelPos += stepAxis * stepDir;
|
||||
nextDist += stepAxis * stepSizes;
|
||||
}
|
||||
|
||||
return vec4(0.0);
|
||||
}
|
||||
|
||||
vec4 getWSR(vec3 playerPos, vec3 normalMR, vec3 nViewPosR, float RVdotU, float RVdotS, float z0, float dither) {
|
||||
vec3 normalOffset = normalize(mat3(gbufferModelViewInverse) * normalMR);
|
||||
vec3 voxelPos = playerToSceneVoxel(playerPos);
|
||||
|
||||
// Fixes slabs, stairs, dirt paths, and farmlands reflecting themselves
|
||||
if (z0 == z1 && z0 > 0.56) {
|
||||
vec3 playerPosFractAdded = playerPos + cameraPositionBestFract + 256.0;
|
||||
vec3 normalOffsetM = normalOffset * (0.04 - 0.01 * dither);
|
||||
ivec3 voxelPosCheck1 = ivec3(playerPosFractAdded - normalOffsetM);
|
||||
ivec3 voxelPosCheck2 = ivec3(playerPosFractAdded + normalOffsetM);
|
||||
if (voxelPosCheck1 == voxelPosCheck2) playerPos += normalOffset * 0.5;
|
||||
}
|
||||
|
||||
vec3 rayDir = mat3(gbufferModelViewInverse) * nViewPosR;
|
||||
|
||||
if (CheckInsideSceneVoxelVolume(voxelPos)) {
|
||||
vec3 stepDir = sign(rayDir);
|
||||
vec3 stepSizes = 1.0 / abs(rayDir);
|
||||
vec4 wsrResult = traceLowLOD(rayDir, stepDir, stepSizes, playerPos, voxelPos, normalOffset, RVdotU, RVdotS, dither);
|
||||
|
||||
#if WORLD_SPACE_PLAYER_REF == 1
|
||||
if (!is_invisible && z0 > 0.56) {
|
||||
float wsrTraceLength = length(wsrHitPos - playerPos);
|
||||
vec3 albedo;
|
||||
vec3 normal;
|
||||
float emission;
|
||||
|
||||
#ifdef SPACEAGLE17
|
||||
if (isSneaking < 0.5 || !(heldItemId == 45014 || heldItemId2 == 45014))
|
||||
#endif
|
||||
if (rayTracePlayer(playerPos - 0.01 * rayDir, rayDir, wsrTraceLength, albedo, normal, emission)) {
|
||||
vec2 lmCoord = eyeBrightness / 240.0;
|
||||
|
||||
#ifdef OVERWORLD
|
||||
float ambientMult = 1.5 * lmCoord.y;
|
||||
float lightMult = 0.2 * pow2(pow2(lmCoord.y));
|
||||
#else
|
||||
float ambientMult = 1.5;
|
||||
float lightMult = 0.0;
|
||||
#endif
|
||||
|
||||
vec3 voxelPosM = SceneToVoxel(vec3(0.0));
|
||||
voxelPosM = clamp01(voxelPosM / vec3(voxelVolumeSize));
|
||||
vec4 lightVolume = GetLightVolume(voxelPosM);
|
||||
lightVolume = max(lightVolume, vec4(0.000001));
|
||||
vec3 specialLighting = pow(GetLuminance(lightVolume.rgb), 0.25) * DoLuminanceCorrection(pow(lightVolume.rgb, vec3(0.25)));
|
||||
|
||||
#if HELD_LIGHTING_MODE >= 1
|
||||
vec3 heldLighting = GetHeldLighting(playerPos, vec3(999999.0), 0.0);
|
||||
specialLighting = sqrt(pow2(specialLighting) + sqrt(heldLighting));
|
||||
#endif
|
||||
|
||||
vec3 minLighting = 0.8 * sqrt(GetMinimumLighting(lmCoord.y, playerPos));
|
||||
|
||||
vec3 sceneLighting = ambientMult * ambientColor + lightMult * lightColor;
|
||||
#ifdef LIGHT_COLOR_MULTS
|
||||
lightColorMult = GetLightColorMult();
|
||||
sceneLighting *= lightColorMult;
|
||||
#endif
|
||||
#ifdef MOON_PHASE_INF_LIGHT
|
||||
sceneLighting *= moonPhaseInfluence;
|
||||
#endif
|
||||
|
||||
vec3 lighting = sceneLighting + specialLighting * (1.0 - lmCoord.y * sunFactor) * XLIGHT_I + minLighting + emission;
|
||||
|
||||
vec3 fadeout = smoothstep(0.0, 32.0, 0.5 * sceneVoxelVolumeSize - abs(playerPos));
|
||||
fadeout = sqrt3(fadeout) * 0.9 + 0.1;
|
||||
float alphaFade = min(fadeout.x, min(fadeout.y, fadeout.z));
|
||||
|
||||
return vec4(albedo * lighting, alphaFade);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return wsrResult;
|
||||
}
|
||||
|
||||
return vec4(0.0);
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
vec2 getOverlayNoise(float sideIntensity, bool noLightCheck, bool decreaseWithDepth, float meltingRadius, int pixelSize, vec3 worldPos, float noiseTransparency, float removeIntensity) {
|
||||
float overlayNoiseVariable;
|
||||
float topCheck = abs(clamp01(dot(normal, upVec))); // normal check for top surfaces
|
||||
if (topCheck > 0.5) {
|
||||
overlayNoiseVariable = 0.0;
|
||||
overlayNoiseVariable += topCheck;
|
||||
} else {
|
||||
overlayNoiseVariable = sideIntensity;
|
||||
}
|
||||
|
||||
//noise
|
||||
int noiseSize = 0;
|
||||
noiseSize = pixelSize;
|
||||
float noise = float(hash33(floor(mod(worldPos, vec3(100.0)) * noiseSize + 0.03) * noiseSize)) * 0.25; // pixel-locked procedural noise
|
||||
|
||||
//make patches of terrain that don't have noise
|
||||
float removeNoise1 = 1.0 - Noise3D(worldPos * 0.0005) * removeIntensity * 1.2;
|
||||
float removeNoise2 = 1.0 - Noise3D(worldPos * 0.005) * removeIntensity;
|
||||
float removeNoise3 = Noise3D(worldPos * 0.02) * removeIntensity;
|
||||
float removeNoise = clamp01(2.0 * removeNoise1 + 0.70 * removeNoise2 + 0.2 * removeNoise3);
|
||||
overlayNoiseVariable *= removeNoise;
|
||||
|
||||
// light check so noise is not in caves (near light sources)
|
||||
overlayNoiseVariable = clamp01(overlayNoiseVariable); // to prevent stuff breaking, like the fucking bamboo sapling!!!!
|
||||
if (!noLightCheck) {
|
||||
overlayNoiseVariable *= (1.0 - pow(lmCoord.x, 1.0 / meltingRadius * 2.5) * 4.3) * pow(lmCoord.y, 14.0); // first part to turn off at light sources, second part to turn off if under blocks
|
||||
}
|
||||
float depthTransparency = 1.0;
|
||||
if (decreaseWithDepth) {
|
||||
depthTransparency = 10.0 / abs(min(worldPos.y, 0.001)) - 0.3 + clamp(removeNoise * 1.3, 0.0, 0.1); // increase transparency beginning at y=0 at increasing with decreasing y level
|
||||
}
|
||||
overlayNoiseVariable = clamp(overlayNoiseVariable, 0.0, depthTransparency); // to prevent artifacts near light sources
|
||||
|
||||
vec2 result = vec2(overlayNoiseVariable, noise);
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,172 @@
|
||||
#define MOSS_NOISE_INTENSITY 1.0 //[0.5 0.75 1.0 1.25 1.5 2.0]
|
||||
#define MOSS_NOISE_REMOVE_INTENSITY 1.00 //[0.00 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.60 1.70 1.80 1.90 2.00 2.25 2.50 2.75 3.00]
|
||||
#define MOSS_TRANSPARENCY 0.85 // [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 1.00]
|
||||
#define MOSS_IN_CAVES 0 //[0 1 2] //lush caves, true, false
|
||||
#define MOSS_SIDE_INTENSITY 10 //[0 1 2 3 4 5 6 7 8 9 10]
|
||||
#define MOSS_NOISE_DISTANCE 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0]
|
||||
#define MOSS_SIZE 16 //[8 16 32 64 128]
|
||||
|
||||
#define SAND_CONDITION 0 //[0 1 2] 0 = dynamic 1 = only in hot biomes, 2 = everywhere
|
||||
#define SAND_SIZE 16 //[8 16 32 64 128]
|
||||
#define SAND_NOISE_INTENSITY 1.0 //[0.5 0.75 1.0 1.25 1.5 2.0]
|
||||
#define SAND_NOISE_REMOVE_INTENSITY 1.00 //[0.00 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.60 1.70 1.80 1.90 2.00 2.25 2.50 2.75 3.00]
|
||||
#define SAND_TRANSPARENCY 0.85 // [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 1.00]
|
||||
#define SAND_IN_CAVES true //[true false]
|
||||
#define SAND_SIDE_INTENSITY 7 //[0 1 2 3 4 5 6 7 8 9 10]
|
||||
#define SAND_NOISE_DISTANCE 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0]
|
||||
|
||||
vec3 absPlayerPos = abs(playerPos);
|
||||
float maxPlayerPosXZ = max(absPlayerPos.x, absPlayerPos.z);
|
||||
#ifdef MOSS_NOISE_INTERNAL
|
||||
#if MOSS_IN_CAVES == 0
|
||||
float mossDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * MOSS_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
|
||||
#else
|
||||
float mossDecider = 1.0;
|
||||
#endif
|
||||
if (mossDecider > 0.001){
|
||||
vec3 mossColor = mix(vec3(0.2745, 0.3412, 0.1412), vec3(0.451, 0.5804, 0.1255), float(hash33(floor(mod(worldPos, vec3(100.0)) * MOSS_SIZE + 0.03) * MOSS_SIZE)) * 0.15);
|
||||
#if MOSS_IN_CAVES < 2
|
||||
bool disableLight = true;
|
||||
#else
|
||||
bool disableLight = false;
|
||||
#endif
|
||||
|
||||
#if MOSS_SIDE_INTENSITY == 0
|
||||
float mossSide = 0.0;
|
||||
#else
|
||||
float mossSide = MOSS_SIDE_INTENSITY * 0.1;
|
||||
#endif
|
||||
|
||||
vec2 mossVec = getOverlayNoise(mossSide, disableLight, false, 0.1, MOSS_SIZE, worldPos, MOSS_TRANSPARENCY, MOSS_NOISE_REMOVE_INTENSITY * 1.5);
|
||||
|
||||
float mossNoise = mossVec.y;
|
||||
float mossVariable = mossVec.x;
|
||||
|
||||
#if MOSS_IN_CAVES == 0
|
||||
mossVariable *= inLushCave;
|
||||
#endif
|
||||
|
||||
mossColor *= 1.1;
|
||||
mossColor += 0.13 * mossNoise * MOSS_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
|
||||
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
#if MOSS_IN_CAVES == 0
|
||||
emission *= mix(1.0, overlayNoiseEmission, inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, 0.0, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#endif
|
||||
#else
|
||||
emission *= mix(1.0, overlayNoiseEmission, overlayNoiseIntensity * mossNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, 0.0, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if MOSS_IN_CAVES == 0
|
||||
smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#else
|
||||
smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
#if MOSS_IN_CAVES == 0
|
||||
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, inLushCave);
|
||||
fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult * inLushCave);
|
||||
#else
|
||||
overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
|
||||
fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
mossVariable *= mossDecider;
|
||||
|
||||
color.rgb = mix(color.rgb, mossColor, mossVariable * overlayNoiseIntensity * mossNoiseIntensity * MOSS_TRANSPARENCY);
|
||||
color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * mossVariable * mossNoiseIntensity, 0.0, 1.0 * MOSS_TRANSPARENCY));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SAND_NOISE_INTERNAL
|
||||
#if SAND_CONDITION < 2
|
||||
float sandDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * SAND_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
|
||||
#else
|
||||
float sandDecider = 1.0;
|
||||
#endif
|
||||
if (sandDecider > 0.001){
|
||||
#if SAND_CONDITION == 0
|
||||
float desertSandColorMixer = inSand + inRedSand;
|
||||
vec3 sandColor = mix(
|
||||
vec3(0.9216, 0.8353, 0.6196), (inSand * vec3(0.9216, 0.8353, 0.6196) + inRedSand * vec3(0.5843, 0.3412, 0.1569)), desertSandColorMixer);
|
||||
#else
|
||||
vec3 sandColor = vec3(0.9216, 0.8353, 0.6196);
|
||||
#endif
|
||||
|
||||
#if SAND_SIDE_INTENSITY == 0
|
||||
float sandSide = 0.0;
|
||||
#else
|
||||
float sandSide = SAND_SIDE_INTENSITY * 0.1;
|
||||
#endif
|
||||
|
||||
vec2 sandVec = getOverlayNoise(sandSide, SAND_IN_CAVES, true, 0.1, SAND_SIZE, worldPos, SAND_TRANSPARENCY, SAND_NOISE_REMOVE_INTENSITY * 2.0);
|
||||
|
||||
float sandNoise = sandVec.y;
|
||||
float sandVariable = sandVec.x;
|
||||
|
||||
#if SAND_CONDITION == 0
|
||||
sandVariable *= desertSandColorMixer;
|
||||
#elif SAND_CONDITION == 1
|
||||
sandVariable *= inDry;
|
||||
#endif
|
||||
|
||||
sandColor *= 1.1;
|
||||
sandColor += 0.13 * sandNoise * SAND_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
|
||||
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
#if SAND_CONDITION == 0
|
||||
emission *= mix(1.0, overlayNoiseEmission, desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#endif
|
||||
highlightMult = mix(highlightMult, 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#elif SAND_CONDITION == 1
|
||||
emission *= mix(1.0, overlayNoiseEmission, inDry * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#endif
|
||||
highlightMult = mix(highlightMult, 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#else
|
||||
emission *= overlayNoiseEmission;
|
||||
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#endif
|
||||
highlightMult = mix(highlightMult, 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
#if SAND_CONDITION == 0
|
||||
overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, desertSandColorMixer);
|
||||
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * desertSandColorMixer);
|
||||
#elif SAND_CONDITION == 1
|
||||
overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, inDry);
|
||||
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * inDry);
|
||||
#else
|
||||
overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
|
||||
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
sandVariable *= sandDecider;
|
||||
|
||||
color.rgb = mix(color.rgb, sandColor, sandVariable * overlayNoiseIntensity * sandNoiseIntensity * SAND_TRANSPARENCY);
|
||||
color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * sandVariable * overlayNoiseIntensity * sandNoiseIntensity * SAND_TRANSPARENCY, 0.0, 1.0));
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,505 @@
|
||||
// Yes I hate myself for having done all of this in a big file and with functions. Thanks you me from a year ago
|
||||
|
||||
#include "/lib/shaderSettings/interactiveFoliage.glsl"
|
||||
#include "/lib/shaderSettings/emissiveFlowers.glsl"
|
||||
#include "/lib/shaderSettings/wavingBlocks.glsl"
|
||||
#define SNOW_NOISE_INTENSITY 1.0 //[0.5 0.75 1.0 1.25 1.5 2.0]
|
||||
#define SNOW_TRANSPARENCY 0.90 //[0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 1.00]
|
||||
#define MELTING_RADIUS 0.4 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
#define SNOW_SIZE 16 //[8 16 32 64 128]
|
||||
//#define SSS_SEASON_SNOW
|
||||
#define SNOW_NOISE_REMOVE_INTENSITY 1.00 //[0.00 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.60 1.70 1.80 1.90 2.00 2.25 2.50 2.75 3.00]
|
||||
#define WINTER_GREEN_AMOUNT 0.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
|
||||
#define SUMMER_STRENGTH 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5]
|
||||
|
||||
#define LESS_LEAVES 3 //[0 1 2 3 4 5]
|
||||
#define AUTUMN_NOISE_SIZE 1.0 //[0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
#define AUTUMN_STRENGTH 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
//#define EXTRA_FLOOR_LEAVES_IN_FORESTS
|
||||
|
||||
#define FLOWER_DENSITY 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
#define FLOWER_SIZE 16 //[8 16 32 64 128]
|
||||
#define FLOWER_AMOUNT 2 //[0 1 2 3 4 5 6 7 8 9 10]
|
||||
#define SPRING_GREEN_INTENSITY 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
//#define EMISSIVE_SPRING_FLOWERS
|
||||
#define DISABLE_SPRING_IN_DRY_BIOMES
|
||||
#ifdef EMISSIVE_SPRING_FLOWERS
|
||||
#endif
|
||||
|
||||
#ifndef GBUFFERS_HAND
|
||||
vec3 oldColor = color.rgb; // Needed for entities
|
||||
|
||||
#if SEASONS != 2 && SEASONS != 5
|
||||
// Color Desaturation
|
||||
vec3 desaturatedColor = color.rgb;
|
||||
if (SEASON_COLOR_DESATURATION > 0.0) {
|
||||
float desaturation = SEASON_COLOR_DESATURATION;
|
||||
|
||||
#if SEASONS == 1 || SEASONS == 4
|
||||
if (winterTime > 0) {
|
||||
// snow conditions
|
||||
#if SNOW_CONDITION != 2
|
||||
desaturation *= inSnowy; // make only appear in cold biomes
|
||||
#elif SNOW_CONDITION == 0
|
||||
desaturation *= rainFactor; // make only appear in rain
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
desaturatedColor = mix(color.rgb, vec3(GetLuminance(color.rgb)), clamp01(desaturation - lmCoord.x));
|
||||
}
|
||||
#endif
|
||||
|
||||
bool dhLeaves = true;
|
||||
#ifdef DH_TERRAIN
|
||||
if (BLOCK_LEAVES_SEASONS_DEFINE && (dhColor.r < 0.17 || dhColor.r > 0.7)) {
|
||||
dhLeaves = false;
|
||||
isFoliage = false;
|
||||
}
|
||||
#endif
|
||||
#if defined GBUFFERS_TERRAIN || defined DH_TERRAIN
|
||||
dhLeaves = dhLeaves && BLOCK_LEAVES_SEASONS_DEFINE && isFoliage;
|
||||
#endif
|
||||
|
||||
#if SEASONS == 1 || SEASONS == 2
|
||||
vec3 summerColor = color.rgb;
|
||||
if (summerTime > 0) {
|
||||
#if defined GBUFFERS_TERRAIN || defined DH_TERRAIN
|
||||
if (dhLeaves || (mat == 10132 || mat == 10133) && glColor.b < 0.999) { // Normal Grass Block
|
||||
summerColor = mix(summerColor, GetLuminance(summerColor) * vec3(1.0, 0.8941, 0.3725), 0.3 * SUMMER_STRENGTH);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
float autumnOnlyForests = 1.0;
|
||||
#ifdef AUTUMN_CONDITION
|
||||
autumnOnlyForests = inForest;
|
||||
#endif
|
||||
|
||||
#if SEASONS == 1 || SEASONS == 3
|
||||
vec3 autumnColor = vec3(0);
|
||||
|
||||
if (autumnTime > 0) {
|
||||
autumnColor = mix(color.rgb, desaturatedColor, 0.65 * autumnOnlyForests);
|
||||
|
||||
#if defined GBUFFERS_TERRAIN || defined GBUFFERS_BLOCK || defined DH_TERRAIN
|
||||
const vec3 autumnLeafColor0 = vec3(0.9922, 0.5707, 0.098);
|
||||
const vec3 autumnLeafColor1 = vec3(0.9922, 0.4786, 0.098);
|
||||
const vec3 autumnLeafColor2 = vec3(0.9804, 0.4033, 0.1569);
|
||||
const vec3 autumnLeafColor3 = vec3(0.9765, 0.3333, 0.149);
|
||||
const vec3 autumnLeafColor4 = vec3(0.5608, 0.2275, 0.1686);
|
||||
|
||||
float noiseLeavesColor1 = smoothstep(0.4, 0.7, Noise3D(worldPos * 0.0001 * AUTUMN_NOISE_SIZE));
|
||||
float noiseLeavesColor2 = smoothstep(0.3, 0.7, Noise3D(worldPos * 0.0003 * AUTUMN_NOISE_SIZE + 300.0));
|
||||
float noiseLeavesColor3 = smoothstep(0.65, 0.7, Noise3D(worldPos * 0.0005 * AUTUMN_NOISE_SIZE + 700.0));
|
||||
float noiseLeavesColor4 = smoothstep(0.7, 0.8, Noise3D(worldPos * 0.0003 * AUTUMN_NOISE_SIZE + 1000.0));
|
||||
|
||||
vec3 leafMainColor = mix(mix(mix(mix(autumnLeafColor0, autumnLeafColor1, noiseLeavesColor1), autumnLeafColor2, noiseLeavesColor2), autumnLeafColor3, noiseLeavesColor3), autumnLeafColor4, noiseLeavesColor4) * 1.5; // giant mix :p
|
||||
|
||||
bool isVine = mat == 10013 && inJungle < 0.5;
|
||||
|
||||
if (isFoliage) {
|
||||
if (mat == 10009 || mat == 10011 || dhLeaves || isVine) { // Except some leaves
|
||||
autumnColor *= mix(vec3(1.0), leafMainColor, autumnOnlyForests);
|
||||
} else {
|
||||
autumnColor *= mix(vec3(1.0), vec3(0.9882, 0.7725, 0.5725), autumnOnlyForests * 0.5);
|
||||
}
|
||||
} else { // leaves on the ground
|
||||
if (((mat == 10132 || mat == 10133)
|
||||
#ifdef DH_TERRAIN
|
||||
|| mat == DH_BLOCK_GRASS
|
||||
#endif
|
||||
) && glColor.b < 0.999) { // Normal Grass Block, grass part
|
||||
autumnColor *= mix(vec3(1.0), vec3(0.9882, 0.7725, 0.5725), autumnOnlyForests * 0.4);
|
||||
}
|
||||
#ifdef LEAVES_ON_GROUND
|
||||
vec3 absPlayerPos = abs(playerPos);
|
||||
float maxPlayerPosXZ = max(absPlayerPos.x, absPlayerPos.z);
|
||||
float leafDecider = -clamp01(pow2(min1(maxPlayerPosXZ / 100) * 2.0)) + 1.0; // The effect will only be around the player
|
||||
if (leafDecider > 0.001){
|
||||
float noiseLeavesFloorColor = float(hash33(floor(mod(worldPos, vec3(100.0)) * 16 + 0.03) * 16)) * 0.25;
|
||||
|
||||
vec3 leafFloorColorRandomMess = mix(mix(mix(mix(autumnLeafColor0, autumnLeafColor1, noiseLeavesFloorColor), autumnLeafColor2, noiseLeavesFloorColor), autumnLeafColor3, noiseLeavesFloorColor), autumnLeafColor4, noiseLeavesFloorColor) * 2.0;
|
||||
|
||||
vec3 leafFloorColor = mix(leafFloorColorRandomMess, leafMainColor, 0.66); // this mixes between the random colors and the colors of the leaves at the world pos
|
||||
|
||||
float topCheck = abs(clamp01(dot(normal, upVec)));
|
||||
float leafSide = 0.0;
|
||||
if (((mat == 10132 || mat == 10133) && glColor.b < 0.999) || (mat == 10126 && color.b + color.g < color.r * 2.0 && color.b > 0.3 && color.g < 0.45) || (mat == 10493 && color.r > 0.52 && color.b < 0.30 && color.g > 0.41 && color.g + color.b * 0.95 > color.r * 1.2)) { // Normal Grass Block and Dirt Path
|
||||
leafSide = 1.0;
|
||||
topCheck = 1.0;
|
||||
}
|
||||
vec2 leafVec = getOverlayNoise(1, true, false, 0.1, 16, worldPos, 1.0, 0.0);
|
||||
|
||||
float leafFloorNoise = leafVec.y;
|
||||
float leafVariable = leafVec.x;
|
||||
|
||||
leafFloorColor += 0.7 * leafFloorNoise; // make noisier
|
||||
float skylightCheck = (1.0 - pow(lmCoord.y + 0.01, 30.0)) * pow(lmCoord.y + 0.01, 2.0);
|
||||
|
||||
#ifdef ACT_GROUND_LEAVES_FIX
|
||||
if (skylightCheck > 0.001) {
|
||||
uint underneathLeaves = 0u;
|
||||
#define LEAVES_VOXEL_RANGE 20 // 20 blocks, increasing this to a large number would have a severe performance impact
|
||||
|
||||
float dither1 = 0.0, dither2 = 0.0, scatterAmount = 0.0;
|
||||
#ifdef TAA
|
||||
dither1 = fract(Bayer64(gl_FragCoord.xy) + goldenRatio * mod(float(frameCounter), 3600.0)) * 2.0 - 1.0;
|
||||
dither2 = fract(Bayer64(0.5 * gl_FragCoord.xy + 23) - goldenRatio * mod(float(frameCounter), 3600.0)) * 2.0 - 1.0;
|
||||
scatterAmount = 2.0;
|
||||
#endif
|
||||
|
||||
vec3 voxelPos = SceneToLeavesVoxel(playerPos + scatterAmount * vec3(dither1, -0.1, dither2)); // -0.1 fixes flickering inside water
|
||||
|
||||
for (int i = 0; i < LEAVES_VOXEL_RANGE; i++) {
|
||||
voxelPos.y += 1;
|
||||
|
||||
if (!CheckInsideLeavesVoxelVolume(voxelPos)) {
|
||||
underneathLeaves = 1u; // We don't touch the detection outside of the voxel volume
|
||||
break;
|
||||
}
|
||||
|
||||
vec3 voxelSamplePos = clamp01(voxelPos / vec3(leaves_voxelVolumeSize));
|
||||
uint voxelData = texture(leaves_sampler, voxelSamplePos).r;
|
||||
if (voxelData != 0u) {
|
||||
underneathLeaves = voxelData - 1u;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
leafVariable *= underneathLeaves;
|
||||
leafFloorColor += 1.25 * leafFloorNoise * underneathLeaves;
|
||||
}
|
||||
#endif
|
||||
|
||||
leafVariable = sqrt4(leafVariable); // make the noise less noticeable
|
||||
|
||||
leafVariable *= skylightCheck;
|
||||
|
||||
#ifdef EXTRA_FLOOR_LEAVES_IN_FORESTS
|
||||
float leafAddNoise1 = 1.0 - texture2DLod(noisetex, 0.0005 * (worldPos.xz + worldPos.y), 0.0).r * 1.3;
|
||||
float leafAddNoise2 = 1.0 - texture2DLod(noisetex, 0.005 * (worldPos.xz + worldPos.y), 0.0).r * 1.3;
|
||||
float leafAddNoise3 = texture2DLod(noisetex, 0.02 * (worldPos.xz + worldPos.y), 0.0).r * 1.3;
|
||||
leafVariable += mix(0.0, lmCoord.y * 1.0 - clamp(2.0 * leafAddNoise1 + 0.70 * leafAddNoise2 + 0.2 * leafAddNoise1, 0.0, 1.0), inForest);
|
||||
#endif
|
||||
|
||||
|
||||
leafVariable = clamp01(leafVariable);
|
||||
leafVariable *= topCheck; // make only appear on top of blocks
|
||||
|
||||
leafVariable *= leafDecider;
|
||||
|
||||
autumnColor *= mix(vec3(1.0), leafFloorColor, leafVariable * overlayNoiseIntensity * autumnOnlyForests * (1.0 - inPaleGarden));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifndef GBUFFERS_ENTITIES
|
||||
autumnColor *= mix(vec3(1.0), vec3(1.0, 0.7, 0.5), autumnTime * 0.7 * autumnOnlyForests * AUTUMN_STRENGTH * (1.0 - inPaleGarden));
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#if (SEASONS == 1 || SEASONS == 3 || SEASONS == 4) && (defined GBUFFERS_TERRAIN || defined DH_TERRAIN) && LESS_LEAVES > 0
|
||||
if (mat == 10009 || mat == 10011) { // Except some leaves
|
||||
float autumnWinterTime = autumnTime + winterTime;
|
||||
#if SNOW_CONDITION != 2
|
||||
autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
|
||||
#endif
|
||||
#if SNOW_CONDITION == 0
|
||||
autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
|
||||
#endif
|
||||
float noiseLeaveAlpha = step(autumnWinterTime * LESS_LEAVES * 0.15, hash13(floor(mod(playerPos.xyz - 0.001 * (mat3(gbufferModelViewInverse) * normal) + cameraPosition.xyz, vec3(100.0)) * 4) * 4)); // remove some leaves with noise
|
||||
noiseLeaveAlpha += step(autumnWinterTime * LESS_LEAVES * 0.13, hash13(floor(mod(playerPos.xyz - 0.001 * (mat3(gbufferModelViewInverse) * normal) + cameraPosition.xyz, vec3(100.0)) * 16) * 16));
|
||||
color.a *= clamp01(noiseLeaveAlpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SEASONS == 1 || SEASONS == 4
|
||||
vec3 winterColor = vec3(0);
|
||||
|
||||
if (winterTime > 0) {
|
||||
float snowSide = 0.0;
|
||||
#if !defined GBUFFERS_ENTITIES && defined GBUFFERS_TERRAIN
|
||||
if (isFoliage) snowSide = mix(1.0, 0.0, 1.0 / (color.g * color.g) * 0.05); // make all foliage white
|
||||
#ifndef DH_TERRAIN
|
||||
if (((mat == 10132 || mat == 10133) && glColor.b < 0.999) || (mat == 10126 && color.b + color.g < color.r * 2.0 && color.b > 0.3 && color.g < 0.45) || (mat == 10493 && color.r > 0.52 && color.b < 0.30 && color.g > 0.41 && color.g + color.b * 0.95 > color.r * 1.2)) { // Normal Grass Block and Dirt Path
|
||||
snowSide = mix(0.0, 1.0, pow(blockUV.y, 3.0));
|
||||
#if defined SSS_SEASON_SNOW && (SEASONS == 1 || SEASONS == 4)
|
||||
#if SNOW_CONDITION == 0
|
||||
if (rainFactor > 0 && inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true; // SSS
|
||||
#elif SNOW_CONDITION == 1
|
||||
if (inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
|
||||
#else
|
||||
subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
|
||||
#endif
|
||||
#endif
|
||||
} // add to the side of grass, mycelium, path blocks; in that order. Use blockUV to increase transparency the the further down the block it goes
|
||||
#endif
|
||||
if ((mat == 10132 || mat == 10133) && glColor.b < 0.999) snowSide += abs(color.g - color.g * 0.5); // Normal Grass Block, mute the grass colors a bit
|
||||
|
||||
if (((mat == 10132 || mat == 10133)
|
||||
#ifdef DH_TERRAIN
|
||||
|| mat == DH_BLOCK_GRASS
|
||||
#endif
|
||||
) && glColor.b < 0.999 || isFoliage || dhLeaves && mat != 10007) { // Foliage except some leaves
|
||||
desaturatedColor = mix(desaturatedColor, mix(saturateColors(desaturatedColor, 0.4), desaturatedColor * vec3(0.9098, 0.6118, 0.4118), 0.5), winterTime * (1.0 - WINTER_GREEN_AMOUNT));
|
||||
}
|
||||
#endif
|
||||
|
||||
winterColor = desaturatedColor;
|
||||
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_COLORWHEEL
|
||||
oldColor = mix(color.rgb, winterColor, winterTime);
|
||||
#else
|
||||
float winterAlpha = color.a;
|
||||
|
||||
vec3 snowColor = vec3(0.9713, 0.9691, 0.9891);
|
||||
|
||||
vec2 snowVec = getOverlayNoise(snowSide, false, false, MELTING_RADIUS, SNOW_SIZE, worldPos, SNOW_TRANSPARENCY, SNOW_NOISE_REMOVE_INTENSITY * 1.2);
|
||||
|
||||
float snowNoise = snowVec.y;
|
||||
float snowVariable = snowVec.x;
|
||||
|
||||
snowColor *= 1.1;
|
||||
snowColor += 0.23 * snowNoise * SNOW_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
|
||||
|
||||
snowVariable *= (1.0 - inDry) * SNOW_TRANSPARENCY;
|
||||
|
||||
// snow conditions
|
||||
#if SNOW_CONDITION != 2
|
||||
snowVariable *= inSnowy; // make only appear in cold biomes
|
||||
#endif
|
||||
#if SNOW_CONDITION == 0
|
||||
snowVariable *= rainFactor; // make only appear in rain
|
||||
#endif
|
||||
|
||||
#if SNOW_CONDITION == 0
|
||||
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * rainFactor * inSnowy * overlayNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * rainFactor * inSnowy * overlayNoiseIntensity);
|
||||
#elif SNOW_CONDITION == 1
|
||||
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * inSnowy * overlayNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * inSnowy * overlayNoiseIntensity);
|
||||
#else
|
||||
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * overlayNoiseIntensity);
|
||||
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * overlayNoiseIntensity);
|
||||
#endif
|
||||
|
||||
#ifdef SSS_SEASON_SNOW
|
||||
if (dot(normal, upVec) > 0.99) {
|
||||
#if SNOW_CONDITION == 0
|
||||
if (rainFactor > 0 && inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
|
||||
#elif SNOW_CONDITION == 1
|
||||
if (inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
|
||||
#else
|
||||
subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (dot(normal, upVec) > 0.99) {
|
||||
#if SNOW_CONDITION == 0
|
||||
emission = mix(emission, emission * overlayNoiseEmission, rainFactor * inSnowy * winterTime * overlayNoiseIntensity); // make only appear in rain
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, 0.0, snowVariable * rainFactor * inSnowy * winterTime * overlayNoiseIntensity);
|
||||
#endif
|
||||
#elif SNOW_CONDITION == 1
|
||||
emission = mix(emission, emission * overlayNoiseEmission, inSnowy * winterTime * overlayNoiseIntensity); // make only appear in cold biomes
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, 0.0, snowVariable * inSnowy * winterTime * overlayNoiseIntensity);
|
||||
#endif
|
||||
#else
|
||||
emission = mix(emission, emission * overlayNoiseEmission, winterTime * overlayNoiseIntensity);
|
||||
#ifndef DH_TERRAIN
|
||||
smoothnessD = mix(smoothnessD, 0.0, snowVariable * winterTime * overlayNoiseIntensity);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_WATER
|
||||
if (dot(normal, upVec) > 0.99) {
|
||||
#if SNOW_CONDITION == 0
|
||||
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, rainFactor * inSnowy * winterTime);
|
||||
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime * rainFactor * inSnowy);
|
||||
#elif SNOW_CONDITION == 1
|
||||
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, inSnowy * winterTime);
|
||||
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime * inSnowy);
|
||||
#else
|
||||
overlayNoiseTransparentOverwrite = mix(1.0, overlayNoiseAlpha, winterTime);
|
||||
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
// final mix
|
||||
winterColor = mix(winterColor, snowColor, snowVariable * overlayNoiseIntensity);
|
||||
winterAlpha = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * snowVariable, 0.0, 1.0));
|
||||
color.a = mix(color.a, winterAlpha, winterTime * overlayNoiseIntensity);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SEASONS == 1 || SEASONS == 5
|
||||
vec3 springColor = color.rgb;
|
||||
if (springTime > 0) {
|
||||
#ifdef GBUFFERS_TERRAIN
|
||||
if (isFoliage || dhLeaves || (mat == 10132 || mat == 10133) && glColor.b < 0.999
|
||||
#ifdef DH_TERRAIN
|
||||
|| mat == DH_BLOCK_GRASS
|
||||
#endif
|
||||
) { // Foliage except some leaves, Normal Grass Block
|
||||
if (glColor.b < 0.99) springColor = mix(springColor, GetLuminance(springColor) * vec3(0.3725, 1.0, 0.4235), 0.5 * SPRING_GREEN_INTENSITY);
|
||||
}
|
||||
#if FLOWER_AMOUNT > 0 && !defined DH_TERRAIN
|
||||
if ((mat == 10132 || mat == 10133)) { // Normal Grass Block
|
||||
float flowerNoiseAdd = step(texture2DLod(noisetex, 0.0005 * (worldPos.xz + atMidBlock.xz / 64), 0.0).r, 0.25) * 3.5 + 1.0; // Noise to add more flowers
|
||||
float flowerNoiseRemove = clamp01(step(texture2DLod(noisetex, 0.003 * (worldPos.xz + atMidBlock.xz / 64), 0.0).g, 0.69) + 0.15); // Noise to reduce the amount of flowers
|
||||
|
||||
ivec2 flowerUV = ivec2(blockUV.xz * FLOWER_SIZE);
|
||||
|
||||
float flower1Variable = 0.0;
|
||||
float flower2Variable = 0.0;
|
||||
float flower3Variable = 0.0;
|
||||
float flower4Variable = 0.0;
|
||||
float flower5Variable = 0.0;
|
||||
|
||||
float flower4Emission = 0.0; // this exists to only make the purple part of the flower bud be emissive
|
||||
float flowerEmissionMask = 0.0;
|
||||
|
||||
const ivec2 flower1Size = ivec2(3, 3);
|
||||
const ivec2 flower2Size = ivec2(3, 3);
|
||||
const ivec2 flower3Size = ivec2(1, 1);
|
||||
const ivec2 flower4Size = ivec2(2, 2);
|
||||
const ivec2 flower5Size = ivec2(5, 5);
|
||||
|
||||
vec4 flower1Pixels[flower1Size.x * flower1Size.y] = vec4[flower1Size.x * flower1Size.y](
|
||||
vec4(0), vec4(1) , vec4(0),
|
||||
vec4(1), vec4(1.0, 0.8784, 0.2706, 1.0), vec4(1),
|
||||
vec4(0), vec4(1) , vec4(0)
|
||||
);
|
||||
vec4 flower2Pixels[flower2Size.x * flower2Size.y] = vec4[flower2Size.x * flower2Size.y](
|
||||
vec4(0), vec4(0.9922, 0.7686, 0.4078, 1.0) , vec4(0),
|
||||
vec4(0.9922, 0.7686, 0.4078, 1.0), vec4(0.8471, 0.5216, 0.0627, 1.0), vec4(0.9922, 0.7686, 0.4078, 1.0),
|
||||
vec4(0), vec4(0.9922, 0.7686, 0.4078, 1.0) , vec4(0)
|
||||
);
|
||||
vec4 flower3Pixels[flower3Size.x] = vec4[flower3Size.x](vec4(1.0, 0.8784, 0.2706, 1.0));
|
||||
vec4 flower4Pixels[flower4Size.x * flower4Size.y] = vec4[flower4Size.x * flower4Size.y](
|
||||
vec4(0.1137, 0.3882, 0.1137, 1.0), vec4(0.5294, 0.2902, 0.5647, 1.0),
|
||||
vec4(0.1059, 0.3333, 0.0863, 1.0), vec4(0.1137, 0.3882, 0.1137, 1.0)
|
||||
);
|
||||
vec4 flower5Pixels[flower5Size.x * flower5Size.y] = vec4[flower5Size.x * flower5Size.y](
|
||||
vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0), vec4(0),
|
||||
vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0),
|
||||
vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.8667, 0.2627, 0.9569, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0),
|
||||
vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0),
|
||||
vec4(0), vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0)
|
||||
);
|
||||
|
||||
for (int i = 1; i <= FLOWER_AMOUNT; i++) {
|
||||
if (NdotU > 0.99) {
|
||||
ivec2 randomFlower1UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(200)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower1Size.x)); // here the bigger component of flower1Size should be used, currently all flowers are symmetric
|
||||
ivec2 randomFlower2UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(300)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower2Size.x));
|
||||
ivec2 randomFlower3UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(400)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower3Size.x));
|
||||
ivec2 randomFlower4UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(501))) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower4Size.x)); // Only 1 flower should max generate on a block for flower4/5
|
||||
ivec2 randomFlower5UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(500))) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower5Size.x));
|
||||
|
||||
float randomFlower1Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(300)) + i), 0.15 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
|
||||
float randomFlower2Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(200)) + i), 0.15 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
|
||||
float randomFlower3Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(500)) + i), 0.40 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
|
||||
float randomFlower45Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(400))) , 0.001 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY); // both purple flowers should appear only on the same block
|
||||
float inverseRandomFlower45Block = randomFlower45Block * -1.0 + 1.0; // to remove other flower types on the block where the purple flower is on
|
||||
|
||||
ivec2 flower1RelCoord = flowerUV - randomFlower1UV;
|
||||
ivec2 flower2RelCoord = flowerUV - randomFlower2UV;
|
||||
ivec2 flower3RelCoord = flowerUV - randomFlower3UV;
|
||||
ivec2 flower4RelCoord = flowerUV - randomFlower4UV;
|
||||
ivec2 flower5RelCoord = flowerUV - randomFlower5UV;
|
||||
|
||||
if (all(greaterThanEqual(flower1RelCoord, ivec2(0))) && all(lessThan(flower1RelCoord, flower1Size))) { // if the position is inside the flower, do the flower
|
||||
vec4 flower1Col = flower1Pixels[flower1RelCoord.x + flower1Size.x * flower1RelCoord.y]; // this flower pixel's colour
|
||||
flower1Variable = flower1Col.a * randomFlower1Block * inverseRandomFlower45Block;
|
||||
springColor = mix(springColor, flower1Col.rgb, flower1Variable); // apply the flower colour
|
||||
}
|
||||
if (all(greaterThanEqual(flower2RelCoord, ivec2(0))) && all(lessThan(flower2RelCoord, flower2Size))) {
|
||||
vec4 flower2Col = flower2Pixels[flower2RelCoord.x + flower2Size.x * flower2RelCoord.y];
|
||||
flower2Variable = flower2Col.a * randomFlower2Block * inverseRandomFlower45Block;
|
||||
springColor = mix(springColor, flower2Col.rgb, flower2Variable);
|
||||
}
|
||||
if (all(greaterThanEqual(flower3RelCoord, ivec2(0))) && all(lessThan(flower3RelCoord, flower3Size))) {
|
||||
vec4 flower3Col = flower3Pixels[flower3RelCoord.x + flower3RelCoord.y];
|
||||
flower3Variable = flower3Col.a * randomFlower3Block * inverseRandomFlower45Block;
|
||||
springColor = mix(springColor, flower3Col.rgb, flower3Variable);
|
||||
}
|
||||
if (all(greaterThanEqual(flower4RelCoord, ivec2(0))) && all(lessThan(flower4RelCoord, flower4Size))) {
|
||||
vec4 flower4Col = flower4Pixels[flower4RelCoord.x + flower4Size.x * flower4RelCoord.y];
|
||||
flower4Variable = flower4Col.a * randomFlower45Block;
|
||||
flower4Emission = flower4Variable * (1.0 - step(flower4Col.r , 0.5));
|
||||
springColor = mix(springColor, flower4Col.rgb, flower4Variable);
|
||||
}
|
||||
if (all(greaterThanEqual(flower5RelCoord, ivec2(0))) && all(lessThan(flower5RelCoord, flower5Size))) {
|
||||
vec4 flower5Col = flower5Pixels[flower5RelCoord.x + flower5Size.x * flower5RelCoord.y];
|
||||
flower5Variable = flower5Col.a * randomFlower45Block;
|
||||
springColor = mix(springColor, flower5Col.rgb, flower5Variable);
|
||||
}
|
||||
|
||||
#if EMISSIVE_FLOWERS > 0
|
||||
flowerEmissionMask = max(emission, (flower1Variable + flower2Variable + flower3Variable + flower4Emission + flower5Variable)); // Emission Mask
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#if EMISSIVE_FLOWERS > 0 && defined EMISSIVE_SPRING_FLOWERS
|
||||
#if EMISSIVE_FLOWERS_TYPE == 1
|
||||
if (color.b < max(color.r, color.g * 1.1) * 0.95) emission = 0.0;
|
||||
#elif EMISSIVE_FLOWERS_TYPE == 2
|
||||
if (color.r < max(color.b * 1.15, color.g * 1.1) * 0.95) emission = 0.0;
|
||||
#endif
|
||||
emission = 2.0 * skyLightCheck * flowerEmissionMask * pow3(springTime);
|
||||
#if EMISSIVE_FLOWERS == 2
|
||||
emission = max(emission, mix(0.0, rainFactor + 1.0 * rainFactor, flowerEmissionMask));
|
||||
#endif
|
||||
emission *= EMISSIVE_FLOWERS_STRENGTH;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
float dryBiome = 1;
|
||||
#ifdef DISABLE_SPRING_IN_DRY_BIOMES
|
||||
dryBiome = 1.0 - inDry;
|
||||
#endif
|
||||
springColor = mix(color.rgb, springColor, springTime * dryBiome * (1.0 - inPaleGarden));
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SEASONS == 1
|
||||
vec3 summerToAutumn = mix(summerColor, autumnColor, summer);
|
||||
vec3 autumnToWinter = mix(summerToAutumn, winterColor, autumn);
|
||||
vec3 winterToSpring = mix(autumnToWinter, springColor, winter);
|
||||
vec3 springToSummer = mix(winterToSpring, summerColor, spring);
|
||||
|
||||
#ifndef GBUFFERS_ENTITIES
|
||||
color.rgb = springToSummer;
|
||||
#endif
|
||||
|
||||
#elif SEASONS == 2
|
||||
color.rgb = summerColor;
|
||||
|
||||
#elif SEASONS == 3
|
||||
color.rgb = autumnColor;
|
||||
|
||||
#elif SEASONS == 4
|
||||
color.rgb = winterColor;
|
||||
|
||||
#elif SEASONS == 5
|
||||
color.rgb = springColor;
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFERS_ENTITIES
|
||||
color.rgb = oldColor;
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,40 @@
|
||||
#if SEASONS == 1
|
||||
#if SEASON_LENGTH >= 24000
|
||||
int seasonLength = SEASON_LENGTH;
|
||||
#else
|
||||
int seasonLength = SEASON_LENGTH * 24000;
|
||||
#endif
|
||||
|
||||
float YearLoop = (worldDay * 24000 + worldTime + SEASON_START * seasonLength) % (seasonLength * 4);
|
||||
|
||||
float summer = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 0, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
|
||||
float autumn = max(0.0, (1.0 + SEASON_TRANSITION_START * 2.5) * (clamp(YearLoop - seasonLength * 1, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START * 2.5); // 2.5 to make snow appear sooner
|
||||
float winter = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 2, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
|
||||
float spring = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 3, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
|
||||
|
||||
float summerTime = spring - summer + 1.0;
|
||||
float autumnTime = summer - autumn;
|
||||
float winterTime = autumn - winter;
|
||||
float springTime = winter - spring;
|
||||
|
||||
#elif SEASONS == 2
|
||||
float summerTime = 1.0;
|
||||
float autumnTime = 0.0;
|
||||
float winterTime = 0.0;
|
||||
float springTime = 0.0;
|
||||
#elif SEASONS == 3
|
||||
float summerTime = 0.0;
|
||||
float autumnTime = 1.0;
|
||||
float winterTime = 0.0;
|
||||
float springTime = 0.0;
|
||||
#elif SEASONS == 4
|
||||
float summerTime = 0.0;
|
||||
float autumnTime = 0.0;
|
||||
float winterTime = 1.0;
|
||||
float springTime = 0.0;
|
||||
#elif SEASONS == 5
|
||||
float summerTime = 0.0;
|
||||
float autumnTime = 0.0;
|
||||
float winterTime = 0.0;
|
||||
float springTime = 1.0;
|
||||
#endif
|
||||
@@ -0,0 +1 @@
|
||||
#include "/lib/materials/specificMaterials/entities/itemFrame.glsl"
|
||||
@@ -0,0 +1 @@
|
||||
noSmoothLighting = true;
|
||||
@@ -0,0 +1,36 @@
|
||||
// SpacEagle17's custom skin indicator
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_BLOCK
|
||||
#define TEXCOORD_FOR_SPACEAGLE17 texCoord
|
||||
if (CheckForColor(texelFetch(tex, ivec2(0, 0), 0).rgb, vec3(233, 41, 209))) {
|
||||
#else
|
||||
#define TEXCOORD_FOR_SPACEAGLE17 quadTexCoord
|
||||
#endif
|
||||
vec3 hsv = rgb2hsv(colorP.rgb);
|
||||
float luminance = GetLuminance(colorP.rgb);
|
||||
if (TEXCOORD_FOR_SPACEAGLE17.y < 0.25) { // Head
|
||||
float blinkPhase = mod(frameTimeCounter, 7.0);
|
||||
float blink = 1.0 - smoothstep(0.08, 0.0, abs(blinkPhase - 0.04));
|
||||
if (hsv.g > 0.06) { // Eyes
|
||||
emission = 10 * luminance * blink;
|
||||
color.rgb = mix(vec3(luminance), color.rgb, 0.7) * blink;
|
||||
}
|
||||
}
|
||||
#ifndef GBUFFERS_BLOCK
|
||||
else {
|
||||
if (TEXCOORD_FOR_SPACEAGLE17.x < 0.6 && hsv.g > 0.05) { // Legs
|
||||
if (hsv.r < 0.6) { // Portal
|
||||
float powVal = 1.0 + 3.0 * (cos(frameTimeCounter * 1.5) * 0.5 + 0.5);
|
||||
emission = 0.25 + pow4(luminance) * 4.0 * float(colorP.b > 0.8) + 3.0 * max(pow(hsv.g, powVal), 0.15);
|
||||
} else { // Lightning
|
||||
emission = 1.15 + (1.0 - hsv.g) * 1.2 * sin(frameTimeCounter * 2.5 + TEXCOORD_FOR_SPACEAGLE17.y * 6.2831);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
float emissionMask = 1.0 - step(0.001, emission);
|
||||
smoothnessD = (1.0 - pow2(colorP.g)) * 0.07 * emissionMask;
|
||||
smoothnessG = smoothnessD;
|
||||
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_BLOCK
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,140 @@
|
||||
#define END_PORTAL_VARIATION 0 // [0 1 3] 2 is removed on purpose
|
||||
// End Portal fix by fayer3#2332 (Modified)
|
||||
float dither = Bayer64(gl_FragCoord.xy);
|
||||
#ifdef TAA
|
||||
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
|
||||
int repeat = 4;
|
||||
#else
|
||||
int repeat = 8;
|
||||
#endif
|
||||
|
||||
#if END_PORTAL_VARIATION == 0 || END_PORTAL_VARIATION == 1
|
||||
#if END_PORTAL_VARIATION == 0
|
||||
vec3[8] colors = vec3[](
|
||||
vec3(0.3472479, 0.6559956, 0.7387838) * 1.5,
|
||||
vec3(0.6010780, 0.7153565, 1.060625 ),
|
||||
vec3(0.4221090, 0.8135094, 0.9026056),
|
||||
vec3(0.3492291, 1.0241201, 1.8612821),
|
||||
vec3(0.7543085, 0.8238697, 0.6803233),
|
||||
vec3(0.4144472, 0.5648165, 0.8037 ),
|
||||
vec3(0.508905 , 0.6719649, 0.9982805),
|
||||
vec3(0.5361914, 0.4476583, 0.8008522));
|
||||
color.rgb = vec3(0.421, 0.7, 1.6) * 0.14;
|
||||
#else
|
||||
vec3[3] colors = vec3[](
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(0.0, 0.0, 1.0));
|
||||
color.rgb = vec3(0.4214321, 0.4722309, 1.9922364) * 0.08;
|
||||
#endif
|
||||
|
||||
float dismult = 0.5;
|
||||
for (int j = 0; j < repeat; j++) {
|
||||
float add = float(j + dither) * 0.0625 / float(repeat);
|
||||
for (int i = 1; i <= 8; i++) {
|
||||
vec2 offset = vec2(0.0, 1.0/(3600.0/24.0)) * pow(16.0 - i, 2.0) * 0.004;
|
||||
vec2 wind = fract((frameTimeCounter + 984.0) * (i + 8) * 0.125 * offset);
|
||||
|
||||
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * (i * dismult + 1), 1.0)).xyz);
|
||||
if (abs(NdotU) > 0.9) {
|
||||
wpos.xz /= wpos.y;
|
||||
wpos.xz *= 0.06 * sign(- playerPos.y);
|
||||
wpos.xz *= abs(playerPos.y) + i * dismult + add;
|
||||
wpos.xz -= cameraPosition.xz * 0.05;
|
||||
} else {
|
||||
vec3 absPos = abs(playerPos);
|
||||
if (abs(dot(normal, eastVec)) > 0.9) {
|
||||
wpos.xz = wpos.yz / wpos.x;
|
||||
wpos.xz *= 0.06 * sign(- playerPos.x);
|
||||
wpos.xz *= abs(playerPos.x) + i * dismult + add;
|
||||
wpos.xz -= cameraPosition.yz * 0.05;
|
||||
} else {
|
||||
wpos.xz = wpos.yx / wpos.z;
|
||||
wpos.xz *= 0.06 * sign(- playerPos.z);
|
||||
wpos.xz *= abs(playerPos.z) + i * dismult + add;
|
||||
wpos.xz -= cameraPosition.yx * 0.05;
|
||||
}
|
||||
}
|
||||
vec2 pos = wpos.xz;
|
||||
|
||||
#if END_PORTAL_VARIATION == 0
|
||||
float colormult = 0.9/(30.0+i);
|
||||
float rotation = (i - 0.1 * i + 0.71 * i - 11 * i + 21) * 0.01 + i * 0.01;
|
||||
float Cos = cos(radians(rotation));
|
||||
float Sin = sin(radians(rotation));
|
||||
|
||||
vec2 coord = mat2(Cos, Sin, -Sin, Cos) * pos + wind;
|
||||
if (mod(float(i), 4) < 1.5) coord = coord.yx + vec2(-1.0, 1.0) * wind.y;
|
||||
|
||||
vec3 psample = pow(texture2D(tex, coord).rgb, vec3(0.85)) * colors[i-1] * colormult;
|
||||
color.rgb += psample * length(psample.rgb) * (3000.0 / repeat);
|
||||
#else
|
||||
float noisePortal = texture2DLod(noisetex, pos * 0.5, 0.0).g;
|
||||
color.rgb += texture2DLod(noisetex, vec2(noisePortal, noisePortal) + wind * 2.0, 0.0).g * colors[i % 3] * 0.1;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
color.rgb *= vec3(0.09, 0.086, 0.06) * 0.9;
|
||||
emission = 10.0;
|
||||
#elif END_PORTAL_VARIATION == 3 // Thanks to WoMspace
|
||||
float portalEffectSpeed = 3.0;
|
||||
vec3 roundedCoords = floor((playerPos - vec3(0.001) + cameraPosition) * 16.0); // not perfect yet, portal shifts when moving up or down
|
||||
float pixelPortalEffect = 0.0;
|
||||
for (int i = 0; i < 5; i++){
|
||||
float currentTime = floor(frameTimeCounter * portalEffectSpeed + float(i));
|
||||
float nextTime = floor(frameTimeCounter * portalEffectSpeed + 1.0 + float(i));
|
||||
// float currentFrame = hash14(vec4(roundedCoords, floor(worldPos.y * 16.0), currentTime));
|
||||
float currentFrame = hash13(vec3(roundedCoords + currentTime));
|
||||
// float nextFrame = hash14(vec4(roundedCoords, floor(worldPos.y * 16.0), nextTime));
|
||||
float nextFrame = hash13(vec3(roundedCoords + nextTime));
|
||||
pixelPortalEffect += mix(currentFrame, nextFrame, fract(frameTimeCounter * portalEffectSpeed));
|
||||
}
|
||||
pixelPortalEffect /= 5.0;
|
||||
|
||||
color.rgb = vec3(0.37, 0.5, 0.8) * pow(pixelPortalEffect, 5.0) * 10.0;
|
||||
emission = pow(pixelPortalEffect, 5.0) * 2.0;
|
||||
lmCoordM.x = 0.0;
|
||||
#endif
|
||||
noDirectionalShading = true;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.0;
|
||||
#endif
|
||||
|
||||
#ifdef PORTAL_EDGE_EFFECT
|
||||
//vec3 voxelPos = SceneToVoxel(mix(playerPos, vec3(0.0), -0.02)); // Fixes weird parallax offset
|
||||
vec3 voxelPos = SceneToVoxel(playerPos);
|
||||
|
||||
if (CheckInsideVoxelVolume(voxelPos)) {
|
||||
float portalOffset = 0.08333 * dither;
|
||||
vec3[4] portalOffsets = vec3[](
|
||||
vec3( portalOffset, 0, portalOffset),
|
||||
vec3( portalOffset, 0,-portalOffset),
|
||||
vec3(-portalOffset, 0, portalOffset),
|
||||
vec3(-portalOffset, 0,-portalOffset)
|
||||
);
|
||||
|
||||
float edge = 0.0;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int voxel = int(GetVoxelVolume(ivec3(voxelPos + portalOffsets[i])));
|
||||
if (voxel == 58 || voxel == 255) { // End Portal Frame or Bedrock
|
||||
edge = 1.0; break;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef END
|
||||
// No edge effect in the middle of the return fountain
|
||||
vec2 var1 = abs(playerPos.xz + cameraPosition.xz - 0.5);
|
||||
float var2 = max(var1.x, var1.y);
|
||||
if (var2 > 1.0)
|
||||
#endif
|
||||
{
|
||||
vec4 edgeColor = vec4(vec3(0.18, 0.5, 0.45), 1.0);
|
||||
#if END_PORTAL_VARIATION == 3
|
||||
edgeColor = vec4(vec3(0.2431, 0.2588, 0.7294), 1.0);
|
||||
#endif
|
||||
color = mix(color, edgeColor, edge);
|
||||
emission = mix(emission, 5.0, edge);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,9 @@
|
||||
color = vec4(0.5, 0.55, 0.7, 1.0);
|
||||
|
||||
#ifndef GBUFFERS_LIGHTNING
|
||||
color.rgb *= 2.0;
|
||||
lmCoordM = vec2(0.0);
|
||||
shadowMult = vec3(0.0);
|
||||
|
||||
emission = 0.5;
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
normalM = upVec;
|
||||
|
||||
highlightMult = 0.0;
|
||||
shadowMult = vec3(0.0);
|
||||
|
||||
#if MC_VERSION >= 11700
|
||||
if (lmCoord.x > 0.99) { // Glowing Sign Text
|
||||
lmCoordM = vec2(0.0);
|
||||
|
||||
emission = 1.0;
|
||||
|
||||
color.rgb *= length(color.rgb) + 0.5;
|
||||
} else // Normal Sign Text
|
||||
#endif
|
||||
color.rgb *= 5.0;
|
||||
@@ -0,0 +1,4 @@
|
||||
smoothnessG = color.g;
|
||||
smoothnessD = color.g;
|
||||
|
||||
emission = min(max0(dot(color.rgb, color.rgb) - 1.0) * 6.0, 1.0);
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(pow2(color.r)) * 0.45;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.5;
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
smoothnessG = color.r * 0.3;
|
||||
smoothnessD = color.r * 0.25;
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(pow2(color.g)) * 0.55;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(pow2(color.g)) * 0.5;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(color.r) * 0.5;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.77;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = dot(color.rgb, vec3(0.2));
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
smoothnessG = pow2(pow2(pow2(color.g))) * 12.0;
|
||||
smoothnessG = min1(smoothnessG);
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,3 @@
|
||||
smoothnessG = pow2(color.r) * 0.5;
|
||||
smoothnessG = min1(smoothnessG);
|
||||
smoothnessD = smoothnessG;
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(dot(color.rgb, color.rgb)) * 0.105;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.77;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(color.g) * 0.22;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(dot(color.rgb, vec3(0.3)));
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.66;
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = pow2(color.g) * 0.5;
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.77;
|
||||
#endif
|
||||
@@ -0,0 +1,5 @@
|
||||
materialMask = OSIEBCA; // Intense Fresnel
|
||||
float factor = pow2(color.r);
|
||||
smoothnessG = 0.8 - factor * 0.3;
|
||||
highlightMult = factor * 3.0;
|
||||
smoothnessD = factor;
|
||||
@@ -0,0 +1,6 @@
|
||||
smoothnessG = color.r;
|
||||
smoothnessD = color.r;
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.33;
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
float epsilon = 0.00001;
|
||||
vec2 absMidCoordPosM = absMidCoordPos - epsilon;
|
||||
vec3 avgBorderColor = vec3(0.0);
|
||||
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2(epsilon, absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2(epsilon,-absMidCoordPosM.y)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, epsilon)).rgb;
|
||||
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, epsilon)).rgb;
|
||||
avgBorderColor *= 0.125;
|
||||
|
||||
vec3 colorDif = abs(avgBorderColor - color.rgb);
|
||||
emission = max(colorDif.r, max(colorDif.g, colorDif.b));
|
||||
emission = pow2(emission * 2.5 - 0.15);
|
||||
@@ -0,0 +1,2 @@
|
||||
smoothnessG = color.r;
|
||||
smoothnessD = color.r * 0.65;
|
||||
@@ -0,0 +1,8 @@
|
||||
noSmoothLighting = true;
|
||||
|
||||
color.rgb *= 1.0 + 0.7 * pow2(max(-signMidCoordPos.y + 0.6, float(NdotU > 0.9) * 1.6));
|
||||
|
||||
#ifdef SNOWY_WORLD
|
||||
snowFactor = 0.0;
|
||||
#endif
|
||||
overlayNoiseIntensity = 0.3;
|
||||
@@ -0,0 +1,3 @@
|
||||
smoothnessG = dot(color.rgb, color.rgb) * 0.17;
|
||||
smoothnessD = smoothnessG;
|
||||
smoothnessG = max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5));
|
||||
@@ -0,0 +1,10 @@
|
||||
materialMask = OSIEBCA * 2.0; // Copper Fresnel
|
||||
smoothnessG = pow2(pow2(color.r)) + pow2(max0(color.g - color.r * 0.5)) * 0.3;
|
||||
smoothnessG = min1(smoothnessG);
|
||||
smoothnessD = smoothnessG;
|
||||
|
||||
color.rgb *= min1(0.6 + 0.7 * GetLuminance(color.rgb));
|
||||
|
||||
#ifdef COATED_TEXTURES
|
||||
noiseFactor = 0.5;
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
noSmoothLighting = true, overlayNoiseIntensity = 0.5;
|
||||
|
||||
vec3 hsvColor = rgb2hsv(color.rgb);
|
||||
if (abs(hsvColor.r - 0.09722) < 0.04305 && hsvColor.b > 0.7) { // Active Light Part
|
||||
smoothnessG = 0.75;
|
||||
smoothnessD = 0.35;
|
||||
|
||||
float blockRes = absMidCoordPos.x * atlasSize.x;
|
||||
vec2 signMidCoordPosM = (floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0;
|
||||
float dotsignMidCoordPos = dot(signMidCoordPosM, signMidCoordPosM);
|
||||
float lBlockPosM = pow2(max0(1.0 - 1.7 * pow2(pow2(dotsignMidCoordPos))));
|
||||
|
||||
emission = pow2(lmCoordM.x) + 0.3 * color.r;
|
||||
emission *= (0.7 + 2.0 * pow2(lBlockPosM));
|
||||
} else if (color.r > 2.5 * (color.g + color.b)) { // Middle Redstone Part
|
||||
emission = 4.0;
|
||||
color.rgb *= color.rgb;
|
||||
} else { // Copper Base
|
||||
#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user