Better Organized Generated Normal stuff
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0f859671ea
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@ -14,6 +14,7 @@ screen.SHADOW_CONFIG=More Shadow Config
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screen.MCBL=Colored Blocklight Config
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screen.MATERIAL=Material
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screen.INTEGRATED=Integrated PBR Settings
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screen.SPECULAR=Specular & Reflections
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screen.NORMALS=Normals & Parallax
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@ -174,7 +175,7 @@ option.MATERIAL_FORMAT=Material Format*
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option.MATERIAL_FORMAT.comment=Determines the specular and normal map format used by the resource pack. §e[*]§rTexture artists usually tell which format is used in their resource pack, using the wrong format may give weird results.
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value.MATERIAL_FORMAT.0=SEUS/Old PBR
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value.MATERIAL_FORMAT.1=labPBR 1.3
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value.MATERIAL_FORMAT.2=Generated
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value.MATERIAL_FORMAT.2=§bIntegrated PBR
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option.SSS=Subsurface Scattering*
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option.SSS.comment=Allows light to penetrate and scatter through blocks. §a[+]§rThis effect benefits from TAA.
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@ -306,8 +307,9 @@ value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.5=Very High
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option.NORMAL_DAMPENING=Normal Dampening*
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option.NORMAL_DAMPENING.comment=Reduces normal map strength to prevent reflections being too noisy.
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option.GENERATED_NORMALS=Generated Normals
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option.GENERATED_NORMALS.comment=Enables procedural-generated normal mapping for blocks.
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option.GENERATED_NORMALS=Generated Normals*
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option.GENERATED_NORMALS.comment=Enables procedural-generated normal mapping for blocks. (Requres Integrated PBR format)
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option.GENERATED_NORMAL_MULT=Generated Normal Intensity
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option.GENERATED_NORMAL_MULT.comment=Adjusts the intensity of generated normal mapping.
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option.GENERATED_NORMAL_THRESHOLD=Generated Normal Threshold
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@ -317,6 +319,9 @@ option.GENERATED_NORMAL_CLAMP.comment=Clamps the generated normal mapping to pre
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option.GENERATED_NORMAL_RESOLUTION=Generated Normal Resolution
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option.GENERATED_NORMAL_RESOLUTION.comment=Adjusts the resolution of generated normal maps.
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option.INTEGRATED_SPECULAR=Integrated Speculars*
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option.INTEGRATED_SPECULAR.comment=Use hardcoded internal speculars for certain blocks. §e[*]§rRequires Integrated PBR format.
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option.NORMAL_PLANTS=Up-facing Plants
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option.NORMAL_PLANTS.comment=Adjusts plant shading. §e[*]§rDisable this if non-flat plant model is used or normal map applied on plants.
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@ -7,7 +7,7 @@ vec3 GetSkyColor(vec3 viewPos, bool isReflection) {
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float groundDensity = 0.1 * (4.0 - 3.0 * sunVisibility) *
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(10.0 * rainStrength * rainStrength + 1.0);
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float exposure = exp2(timeBrightness * 0.75 - 0.75 + SKY_EXPOSURE_D);
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float nightExposure = exp2(-3.5 + SKY_EXPOSURE_N);
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float weatherExposure = exp2(SKY_EXPOSURE_W);
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@ -42,8 +42,8 @@ vec3 GetSkyColor(vec3 viewPos, bool isReflection) {
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lightSky = lightSky / (1.0 + lightSky * rainStrength);
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sky = mix(
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sqrt(sky * (1.0 - lightMix)),
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sqrt(lightSky),
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sqrt(sky * (1.0 - lightMix)),
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sqrt(lightSky),
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lightMix
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);
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sky *= sky;
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109
shaders/lib/common.glsl
Normal file
109
shaders/lib/common.glsl
Normal file
@ -0,0 +1,109 @@
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// Only allow generated normals for material format 2 aka Integrated
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#if MATERIAL_FORMAT != 2
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#ifdef GENERATED_NORMALS
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#undef GENERATED_NORMALS
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#endif
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#endif
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//Common Functions//
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float GetLuminance(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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float pow2(float x) {
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return x * x;
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}
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vec2 pow2(vec2 x) {
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return x * x;
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}
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vec3 pow2(vec3 x) {
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return x * x;
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}
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float pow1_5(float x) { // Faster pow(x, 1.5) approximation (that isn't accurate at all) if x is between 0 and 1
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return x - x * pow2(1.0 - x); // Thanks to SixthSurge
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}
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vec2 pow1_5(vec2 x) {
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return x - x * pow2(1.0 - x);
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}
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vec3 pow1_5(vec3 x) {
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return x - x * pow2(1.0 - x);
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}
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bool CheckForColor(vec3 albedo, vec3 check) { // Thanks to Builderb0y
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vec3 dif = albedo - check * 0.003921568;
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return dif == clamp(dif, vec3(-0.001), vec3(0.001));
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}
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float GetMaxColorDif(vec3 color) {
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vec3 dif = abs(vec3(color.r - color.g, color.g - color.b, color.r - color.b));
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return max(dif.r, max(dif.g, dif.b));
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}
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float smoothstep1(float x) {
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return x * x * (3.0 - 2.0 * x);
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}
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vec2 smoothstep1(vec2 x) {
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return x * x * (3.0 - 2.0 * x);
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}
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vec3 smoothstep1(vec3 x) {
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return x * x * (3.0 - 2.0 * x);
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}
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float sqrt1(float x) { // Faster sqrt() approximation (that isn't accurate at all) if x is between 0 and 1
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return x * (2.0 - x); // Thanks to Builderb0y
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}
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vec2 sqrt1(vec2 x) {
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return x * (2.0 - x);
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}
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vec3 sqrt1(vec3 x) {
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return x * (2.0 - x);
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}
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vec4 sqrt1(vec4 x) {
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return x * (2.0 - x);
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}
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float sqrt3(float x) {
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x = 1.0 - x;
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x *= x;
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x *= x;
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x *= x;
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return 1.0 - x;
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}
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vec2 sqrt3(vec2 x) {
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x = 1.0 - x;
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x *= x;
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x *= x;
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x *= x;
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return 1.0 - x;
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}
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vec3 sqrt3(vec3 x) {
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x = 1.0 - x;
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x *= x;
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x *= x;
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x *= x;
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return 1.0 - x;
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}
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vec4 sqrt3(vec4 x) {
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x = 1.0 - x;
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x *= x;
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x *= x;
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x *= x;
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return 1.0 - x;
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}
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float min1(float x) {
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return min(x, 1.0);
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}
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float max0(float x) {
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return max(x, 0.0);
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}
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float clamp01(float x) {
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return clamp(x, 0.0, 1.0);
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}
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vec2 clamp01(vec2 x) {
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return clamp(x, vec2(0.0), vec2(1.0));
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}
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vec3 clamp01(vec3 x) {
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return clamp(x, vec3(0.0), vec3(1.0));
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}
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@ -2,6 +2,7 @@
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#include "/lib/lighting/shadows.glsl"
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#endif
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void GetLighting(inout vec3 albedo, out vec3 shadow, vec3 viewPos, vec3 worldPos, vec3 normal,
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vec2 lightmap, float smoothLighting, float NoL, float vanillaDiffuse,
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float parallaxShadow, float emission, float subsurface, float basicSubsurface) {
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@ -81,13 +81,16 @@ Please don't edit anything from Undefine section and onwards.
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#define SELF_SHADOW_STRENGTH 16 //[4 8 16 32 64]
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//#define DIRECTIONAL_LIGHTMAP
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#define DIRECTIONAL_LIGHTMAP_STRENGTH 1.0 //[2.0 1.4 1.0 0.7 0.5]
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#define NORMAL_DAMPENING
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#define NORMAL_PLANTS
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#define GENERATED_NORMALS
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#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]
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#define GENERATED_NORMAL_THRESHOLD 0.05 //[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]
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#define GENERATED_NORMAL_CLAMP 0.20 //[0.02 0.04 0.06 0.08 0.10 0.12 0.14 0.16 0.18 0.20 0.22 0.24 0.26 0.28 0.30 0.32 0.34 0.36 0.38 0.40]
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#define GENERATED_NORMAL_RESOLUTION 128 //[16 32 64 128 256 512]
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#define NORMAL_DAMPENING
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#define NORMAL_PLANTS
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#define INTEGRATED_SPECULAR
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#define SSS
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#define BASIC_SSS
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@ -15,4 +15,6 @@ void GetMaterials(out float smoothness, out float skyOcclusion, out vec3 normal,
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normal = DecodeNormal(texture2D(colortex6, coord).xy);
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fresnel3 = texture2D(colortex7, coord).rgb * smoothness;
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}
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}
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@ -1,3 +1,27 @@
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struct Material {
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vec3 albedo;
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vec3 emission;
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vec3 f0;
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vec3 f82; // hardcoded metals only
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float roughness;
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float sss_amount;
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float sheen_amount; // SSS "sheen" for tall grass
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float porosity;
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float ssr_multiplier;
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float normal_multiplier; // normal map multiplier for generated normals
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bool is_metal;
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bool is_hardcoded_metal;
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};
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#ifdef GENERATED_NORMALS
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#include "/lib/surface/generatedNormals.glsl"
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#endif
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void GetMaterials(out float smoothness, out float metalness, out float f0, inout float emission,
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inout float subsurface, out float porosity, out float ao, out vec3 normalMap,
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vec2 newCoord, vec2 dcdx, vec2 dcdy)
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@ -127,4 +151,5 @@ void GetMaterials(out float smoothness, out float metalness, out float f0, inout
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normalMap = normalize(mix(vec3(0.0, 0.0, 1.0), normalMap, 1.0 / exp2(miplevel)));
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#endif
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}
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}
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@ -1,105 +0,0 @@
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// if (blockEntityId < 60028) {
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// if (blockEntityId < 60012) {
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// if (blockEntityId < 60004) {
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// if (blockEntityId == 10548) { // Enchanting Table:Book
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// smoothnessG = pow2(color.g) * 0.35;
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// if (color.b < 0.0001 && color.r > color.g) {
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// emission = color.g * 4.0;
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// }
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// } else if (blockEntityId == 60000) { //
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// }
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// } else {
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// if (blockEntityId == 60004) { // Signs
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// noSmoothLighting = true;
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// if (glColor.r + glColor.g + glColor.b <= 2.99 || lmCoord.x > 0.999) { // Sign Text
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// #include "/lib/materials/specificMaterials/others/signText.glsl"
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// }
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// #ifdef COATED_TEXTURES
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// noiseFactor = 0.66;
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// #endif
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// } else /*if (blockEntityId == 60008)*/ { // Chest
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// noSmoothLighting = true;
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// smoothnessG = pow2(color.g);
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// #ifdef COATED_TEXTURES
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// noiseFactor = 0.66;
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// #endif
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// }
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// }
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// } else {
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// if (blockEntityId < 60020) {
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// if (blockEntityId == 60012) { // Ender Chest
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// noSmoothLighting = true;
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// float factor = min(pow2(color.g), 0.25);
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// smoothnessG = factor * 2.0;
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// if (color.g > color.r || color.b > color.g)
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// emission = pow2(factor) * 20.0;
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// emission += 0.35;
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// #ifdef COATED_TEXTURES
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// noiseFactor = 0.66;
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// #endif
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// } else /*if (blockEntityId == 60016)*/ { // Shulker Box+, Banner+, Head+, Bed+
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// noSmoothLighting = true;
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// #ifdef COATED_TEXTURES
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// noiseFactor = 0.2;
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// #endif
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// }
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// } else {
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// if (blockEntityId == 60020) { // Conduit
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// noSmoothLighting = true;
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// lmCoordM.x = 0.9;
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// if (color.b > color.r) { // Conduit:Wind, Conduit:Blue Pixels of The Eye
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// emission = color.r * 16.0;
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// } else if (color.r > color.b * 2.5) { // Conduit:Red Pixels of The Eye
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// emission = 20.0;
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// color.rgb *= vec3(1.0, 0.25, 0.1);
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// }
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// } else /*if (blockEntityId == 60024)*/ { // End Portal, End Gateway
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// #include "/lib/materials/specificMaterials/others/endPortalEffect.glsl"
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// }
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// }
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// }
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// } else {
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// if (blockEntityId < 60044) {
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// if (blockEntityId < 60036) {
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// if (blockEntityId == 60028) { //
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// } else /*if (blockEntityId == 60032)*/ { // Bell
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// if (color.r + color.g > color.b + 0.5) { // Bell:Golden Part
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// #include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
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// } else {
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// #include "/lib/materials/specificMaterials/terrain/stone.glsl"
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// }
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// }
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// } else {
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// if (blockEntityId == 60036) { //
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// } else /*if (blockEntityId == 60040)*/ { //
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// }
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// }
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// } else {
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// if (blockEntityId < 60052) {
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// if (blockEntityId == 60044) { //
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// } else /*if (blockEntityId == 60048)*/ { //
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// }
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// } else {
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// if (blockEntityId == 60052) { //
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// } else if (blockEntityId == 60056) { //
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// }
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// }
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// }
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// }
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697
shaders/lib/surface/materialHandling/material.glsl
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697
shaders/lib/surface/materialHandling/material.glsl
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#if !defined INCLUDE_MISC_MATERIAL
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#define INCLUDE_MISC_MATERIAL
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const float air_n = 1.000293; // for 0°C and 1 atm
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const float water_n = 1.333; // for 20°C
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struct Material {
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vec3 albedo;
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vec3 emission;
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vec3 f0;
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vec3 f82; // hardcoded metals only
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float roughness;
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float sss_amount;
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float sheen_amount; // SSS "sheen" for tall grass
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float porosity;
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float ssr_multiplier;
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float normal_multiplier; // normal map multiplier for generated normals
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bool is_metal;
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bool is_hardcoded_metal;
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};
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const Material water_material = Material(vec3(0.0), vec3(0.0), vec3(0.02), vec3(0.0), 0.002, 1.0, 0.0, 0.0, 1.0, 1.0, false, false);
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#if TEXTURE_FORMAT == TEXTURE_FORMAT_LAB
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void decode_specular_map(vec4 specular_map, inout Material material) {
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// f0 and f82 values for hardcoded metals from Jessie LC (https://github.com/Jessie-LC)
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const vec3[] metal_f0 = vec3[](
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vec3(0.78, 0.77, 0.74), // Iron
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vec3(1.00, 0.90, 0.61), // Gold
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vec3(1.00, 0.98, 1.00), // Aluminum
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vec3(0.77, 0.80, 0.79), // Chrome
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vec3(1.00, 0.89, 0.73), // Copper
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vec3(0.79, 0.87, 0.85), // Lead
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vec3(0.92, 0.90, 0.83), // Platinum
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vec3(1.00, 1.00, 0.91) // Silver
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);
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const vec3[] metal_f82 = vec3[](
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vec3(0.74, 0.76, 0.76),
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vec3(1.00, 0.93, 0.73),
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vec3(0.96, 0.97, 0.98),
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vec3(0.74, 0.79, 0.78),
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vec3(1.00, 0.90, 0.80),
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vec3(0.83, 0.80, 0.83),
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vec3(0.89, 0.87, 0.81),
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vec3(1.00, 1.00, 0.95)
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);
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material.roughness = sqr(1.0 - specular_map.r);
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material.emission = max(material.emission, material.albedo * specular_map.a * float(specular_map.a != 1.0));
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if (specular_map.g < 229.5 / 255.0) {
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#ifdef F0_FALLBACK
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if (specular_map.g < 0.5 / 255.0) specular_map.g = 0.04;
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#endif
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// Dielectrics
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material.f0 = max(material.f0, specular_map.g);
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float has_sss = step(64.5 / 255.0, specular_map.b);
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material.sss_amount = max(material.sss_amount, linear_step(64.0 / 255.0, 1.0, specular_map.b * has_sss));
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material.porosity = linear_step(0.0, 64.0 / 255.0, max0(specular_map.b - specular_map.b * has_sss));
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} else if (specular_map.g < 237.5 / 255.0) {
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// Hardcoded metals
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uint metal_id = clamp(uint(255.0 * specular_map.g) - 230u, 0u, 7u);
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material.f0 = metal_f0[metal_id];
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material.f82 = metal_f82[metal_id];
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material.is_metal = true;
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material.is_hardcoded_metal = true;
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} else {
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// Albedo metal
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material.f0 = material.albedo;
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material.is_metal = true;
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}
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material.ssr_multiplier = step(0.01, (material.f0.x - material.f0.x * material.roughness * SSR_ROUGHNESS_THRESHOLD)); // based on Kneemund's method
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}
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#elif TEXTURE_FORMAT == TEXTURE_FORMAT_OLD
|
||||
void decode_specular_map(vec4 specular_map, inout Material material) {
|
||||
material.roughness = sqr(1.0 - specular_map.r);
|
||||
material.is_metal = specular_map.g > 0.5;
|
||||
material.f0 = material.is_metal ? material.albedo : material.f0;
|
||||
material.emission = max(material.emission, material.albedo * specular_map.b);
|
||||
|
||||
material.ssr_multiplier = step(0.01, (material.f0.x - material.f0.x * material.roughness * SSR_ROUGHNESS_THRESHOLD)); // based on Kneemund's method
|
||||
}
|
||||
#endif
|
||||
|
||||
void decode_specular_map(vec4 specular_map, inout Material material, out bool parallax_shadow) {
|
||||
#if defined POM && defined POM_SHADOW
|
||||
// Specular map alpha >= 0.5 => parallax shadow
|
||||
parallax_shadow = specular_map.a >= 0.5;
|
||||
specular_map.a = fract(specular_map.a * 2.0);
|
||||
#endif
|
||||
|
||||
decode_specular_map(specular_map, material);
|
||||
}
|
||||
|
||||
|
||||
Material material_from(vec3 albedo_srgb, uint material_mask, vec3 world_pos, vec3 normal, inout vec2 light_levels) {
|
||||
vec3 block_pos = fract(world_pos);
|
||||
|
||||
// Create material with default values
|
||||
|
||||
Material material;
|
||||
material.albedo = srgb_eotf_inv(albedo_srgb) * rec709_to_rec2020;
|
||||
material.emission = vec3(0.0);
|
||||
material.f0 = vec3(0.0);
|
||||
material.f82 = vec3(0.0);
|
||||
material.roughness = 1.0;
|
||||
material.sss_amount = 0.0;
|
||||
material.sheen_amount = 0.0;
|
||||
material.porosity = 0.0;
|
||||
material.ssr_multiplier = 0.0;
|
||||
material.normal_multiplier = 1.0;
|
||||
material.is_metal = false;
|
||||
material.is_hardcoded_metal = false;
|
||||
|
||||
// Hardcoded materials for specific blocks
|
||||
// Using binary split search to minimise branches per fragment (TODO: measure impact)
|
||||
|
||||
vec3 hsl = rgb_to_hsl(albedo_srgb);
|
||||
vec3 albedo_sqrt = sqrt(material.albedo);
|
||||
|
||||
if (material_mask < 32u) { // 0-32
|
||||
if (material_mask < 16u) { // 0-16
|
||||
if (material_mask < 8u) { // 0-8
|
||||
if (material_mask < 4u) { // 0-4
|
||||
if (material_mask >= 2u) { // 2-4
|
||||
if (material_mask == 2u) { // 2
|
||||
#ifdef HARDCODED_SSS
|
||||
// Small plants
|
||||
material.sss_amount = 0.5;
|
||||
material.sheen_amount = 0.5;
|
||||
#endif
|
||||
} else { // 3
|
||||
#ifdef HARDCODED_SSS
|
||||
// Tall plants (lower half)
|
||||
material.sss_amount = 0.5;
|
||||
material.sheen_amount = 0.5;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 4-8
|
||||
if (material_mask < 6u) { // 4-6
|
||||
if (material_mask == 4u) { // 4
|
||||
#ifdef HARDCODED_SSS
|
||||
// Tall plants (upper half)
|
||||
material.sss_amount = 0.5;
|
||||
material.sheen_amount = 0.5;
|
||||
#endif
|
||||
} else { // 5
|
||||
// Leaves
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = 0.5 * smoothstep(0.16, 0.5, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
material.sheen_amount = 0.5;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_SSS
|
||||
material.sss_amount = 1.0;
|
||||
#endif
|
||||
}
|
||||
} else { // 6-8
|
||||
if (material_mask == 6u) { // 6
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
// Grass, stone, spruce and dark oak planks
|
||||
float smoothness = 0.33 * smoothstep(0.2, 0.6, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.2;
|
||||
#endif
|
||||
} else { // 7
|
||||
// Sand
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = 0.8 * linear_step(0.81, 0.96, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 1.35;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 8-16
|
||||
if (material_mask < 12u) { // 8-12
|
||||
if (material_mask < 10u) { // 8-10
|
||||
if (material_mask == 8u) { // 8
|
||||
// Ice
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = pow4(linear_step(0.4, 0.8, hsl.z)) * 0.6;
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_SSS
|
||||
// Strong SSS
|
||||
material.sss_amount = 0.75;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.2;
|
||||
#endif
|
||||
} else { // 9
|
||||
// Red sand, birch planks
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = 0.4 * linear_step(0.61, 0.85, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.5;
|
||||
#endif
|
||||
}
|
||||
} else { // 10-12
|
||||
if (material_mask == 10u) { // 10
|
||||
// Oak, jungle and acacia planks, granite and diorite
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = 0.5 * linear_step(0.4, 0.8, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.2;
|
||||
#endif
|
||||
} else { // 11
|
||||
// Obsidian, nether bricks
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = linear_step(0.02, 0.4, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 12-16
|
||||
if (material_mask < 14u) { // 12-14
|
||||
if (material_mask == 12u) { // 12
|
||||
// Metals
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = sqrt(linear_step(0.1, 0.9, hsl.z));
|
||||
material.roughness = max(sqr(1.0 - smoothness), 0.04);
|
||||
material.f0 = material.albedo;
|
||||
material.is_metal = true;
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
} else { // 13
|
||||
// Gems
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = sqrt(linear_step(0.1, 0.9, hsl.z));
|
||||
material.roughness = max(sqr(1.0 - smoothness), 0.04);
|
||||
material.f0 = vec3(0.25);
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
}
|
||||
} else { // 14-16
|
||||
if (material_mask == 14u) { // 14
|
||||
#ifdef HARDCODED_SSS
|
||||
// Strong SSS
|
||||
material.sss_amount = 0.6;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.5;
|
||||
#endif
|
||||
} else { // 15
|
||||
#ifdef HARDCODED_SSS
|
||||
// Weak SSS
|
||||
material.sss_amount = 0.1;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_POROSITY
|
||||
material.porosity = 0.25;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 16-32
|
||||
if (material_mask < 24u) { // 16-24
|
||||
if (material_mask < 20u) { // 16-20
|
||||
if (material_mask < 18u) { // 16-18
|
||||
if (material_mask == 16u) { // 16
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Chorus plant
|
||||
material.emission = 0.25 * albedo_sqrt * pow4(hsl.z);
|
||||
#endif
|
||||
} else { // 17
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
// End stone
|
||||
float smoothness = 0.4 * linear_step(0.61, 0.85, hsl.z);
|
||||
material.roughness = sqr(1.0 - smoothness);
|
||||
material.f0 = vec3(0.02);
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
}
|
||||
} else { // 18-20
|
||||
if (material_mask == 18u) { // 18
|
||||
// Metals
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
float smoothness = sqrt(linear_step(0.1, 0.9, hsl.z));
|
||||
material.roughness = max(sqr(1.0 - smoothness), 0.04);
|
||||
material.f0 = material.albedo;
|
||||
material.is_metal = true;
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
} else { // 19
|
||||
// Warped stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.yz, 1.0 - block_pos.yz),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.x))
|
||||
);
|
||||
float blue = isolate_hue(hsl, 200.0, 60.0);
|
||||
material.emission = albedo_sqrt * hsl.y * blue * emission_amount;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 20-24
|
||||
if (material_mask < 22u) { // 20-22
|
||||
if (material_mask == 20u) { // 20
|
||||
// Warped stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.xz, 1.0 - block_pos.xz),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.y))
|
||||
);
|
||||
float blue = isolate_hue(hsl, 200.0, 60.0);
|
||||
material.emission = albedo_sqrt * hsl.y * blue * emission_amount;
|
||||
#endif
|
||||
} else { // 21
|
||||
// Warped stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.xy, 1.0 - block_pos.xy),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.z))
|
||||
);
|
||||
float blue = isolate_hue(hsl, 200.0, 60.0);
|
||||
material.emission = albedo_sqrt * hsl.y * blue * emission_amount;
|
||||
#endif
|
||||
}
|
||||
} else { // 22-24
|
||||
if (material_mask == 22u) { // 22
|
||||
// Warped hyphae
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float blue = isolate_hue(hsl, 200.0, 60.0);
|
||||
material.emission = albedo_sqrt * hsl.y * blue;
|
||||
#endif
|
||||
} else { // 23
|
||||
// Crimson stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.yz, 1.0 - block_pos.yz),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.x))
|
||||
);
|
||||
material.emission = albedo_sqrt * linear_step(0.33, 0.5, hsl.z) * emission_amount;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 24-32
|
||||
if (material_mask < 28u) { // 24-28
|
||||
if (material_mask < 26u) { // 24-26
|
||||
if (material_mask == 24u) { // 24
|
||||
// Crimson stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.xz, 1.0 - block_pos.xz),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.y))
|
||||
);
|
||||
material.emission = albedo_sqrt * linear_step(0.33, 0.5, hsl.z) * emission_amount;
|
||||
#endif
|
||||
} else { // 25
|
||||
// Crimson stem
|
||||
#ifdef HARDCODED_EMISSION
|
||||
float emission_amount = mix(
|
||||
1.0,
|
||||
float(any(lessThan(
|
||||
vec4(block_pos.xy, 1.0 - block_pos.xy),
|
||||
vec4(rcp(16.0) - 1e-3)
|
||||
))),
|
||||
step(0.5, abs(normal.z))
|
||||
);
|
||||
material.emission = albedo_sqrt * linear_step(0.33, 0.5, hsl.z) * emission_amount;
|
||||
#endif
|
||||
}
|
||||
} else { // 26-28
|
||||
if (material_mask == 26u) { // 26
|
||||
// Crimson hyphae
|
||||
#ifdef HARDCODED_EMISSION
|
||||
material.emission = albedo_sqrt * linear_step(0.33, 0.5, hsl.z);
|
||||
#endif
|
||||
} else { // 27
|
||||
|
||||
}
|
||||
}
|
||||
} else { // 28-32
|
||||
if (material_mask < 30) { // 28-30
|
||||
if (material_mask == 28u) { // 28
|
||||
|
||||
} else { // 29
|
||||
|
||||
}
|
||||
} else { // 30-32
|
||||
if (material_mask == 30u) { // 30
|
||||
|
||||
} else { // 31
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (material_mask < 64u) { // 32-64
|
||||
if (material_mask < 48u) { // 32-48
|
||||
if (material_mask < 40u) { // 32-40
|
||||
if (material_mask < 36u) { // 32-36
|
||||
if (material_mask < 34u) { // 32-34
|
||||
if (material_mask == 32u) { // 32
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Strong white light
|
||||
material.emission = 1.00 * albedo_sqrt * (0.1 + 0.9 * cube(hsl.z));
|
||||
#endif
|
||||
} else { // 33
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Medium white light
|
||||
material.emission = 0.66 * albedo_sqrt * linear_step(0.75, 0.9, hsl.z);
|
||||
#endif
|
||||
}
|
||||
} else { // 34-36
|
||||
if (material_mask == 34u) { // 34
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Weak white light
|
||||
material.emission = 0.2 * albedo_sqrt * (0.1 + 0.9 * pow4(hsl.z));
|
||||
#endif
|
||||
} else { // 35
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Strong golden light
|
||||
material.emission = 0.85 * albedo_sqrt * linear_step(0.4, 0.6, 0.2 * hsl.y + 0.55 * hsl.z);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 36-40
|
||||
if (material_mask < 38u) { // 36-38
|
||||
if (material_mask == 36u) { // 36
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Medium golden light
|
||||
material.emission = 0.85 * albedo_sqrt * linear_step(0.78, 0.85, hsl.z);
|
||||
#endif
|
||||
} else { // 37
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Weak golden light
|
||||
float blue = isolate_hue(hsl, 200.0, 30.0);
|
||||
material.emission = 0.8 * albedo_sqrt * linear_step(0.47, 0.50, 0.2 * hsl.y + 0.5 * hsl.z + 0.1 * blue);
|
||||
#endif
|
||||
}
|
||||
} else { // 38-40
|
||||
if (material_mask == 38u) { // 38
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Redstone components
|
||||
vec3 ap1 = material.albedo * rec2020_to_ap1_unlit;
|
||||
float l = 0.5 * (min_of(ap1) + max_of(ap1));
|
||||
float redness = ap1.r * rcp(ap1.g + ap1.b);
|
||||
material.emission = 0.33 * material.albedo * step(0.45, redness * l);
|
||||
#endif
|
||||
} else { // 39
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Lava
|
||||
material.emission = 4.0 * albedo_sqrt * (0.2 + 0.8 * isolate_hue(hsl, 30.0, 15.0)) * step(0.4, hsl.y);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 40-48
|
||||
if (material_mask < 44u) { // 40-44
|
||||
if (material_mask < 42u) { // 40-42
|
||||
if (material_mask == 40u) { // 40
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Medium orange emissives
|
||||
material.emission = 0.60 * albedo_sqrt * (0.1 + 0.9 * cube(hsl.z));
|
||||
#endif
|
||||
} else { // 41
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Brewing stand
|
||||
material.emission = 0.85 * albedo_sqrt * linear_step(0.77, 0.85, hsl.z);
|
||||
#endif
|
||||
}
|
||||
} else { // 42-44
|
||||
if (material_mask == 42u) { // 42
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Jack o' Lantern
|
||||
material.emission = 0.80 * albedo_sqrt * step(0.73, 0.1 * hsl.y + 0.7 * hsl.z);
|
||||
#endif
|
||||
} else { // 43
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Soul lights
|
||||
float blue = isolate_hue(hsl, 200.0, 30.0);
|
||||
material.emission = 0.66 * albedo_sqrt * linear_step(0.8, 1.0, blue + hsl.z);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 44-48
|
||||
if (material_mask < 46u) { // 44-46
|
||||
if (material_mask == 44u) { // 44
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Beacon
|
||||
material.emission = step(0.2, hsl.z) * albedo_sqrt * step(max_of(abs(block_pos - 0.5)), 0.4);
|
||||
#endif
|
||||
} else { // 45
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// End portal frame
|
||||
material.emission = 0.33 * material.albedo * isolate_hue(hsl, 120.0, 50.0);
|
||||
#endif
|
||||
}
|
||||
} else { // 46-48
|
||||
if (material_mask == 46u) { // 46
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Sculk
|
||||
material.emission = 0.2 * material.albedo * isolate_hue(hsl, 200.0, 40.0) * smoothstep(0.5, 0.7, hsl.z) * (1.0 - linear_step(0.0, 20.0, distance(world_pos, cameraPosition)));
|
||||
#endif
|
||||
} else { // 47
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Pink glow
|
||||
material.emission = vec3(0.75) * isolate_hue(hsl, 310.0, 50.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 48-64
|
||||
if (material_mask < 56u) { // 48-56
|
||||
if (material_mask < 52u) { // 48-52
|
||||
if (material_mask < 50u) { // 48-50
|
||||
if (material_mask == 48u) { // 48
|
||||
material.emission = 0.5 * albedo_sqrt * linear_step(0.5, 0.6, hsl.z);
|
||||
} else { // 49
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Jack o' Lantern + nether mushrooms
|
||||
material.emission = 0.80 * albedo_sqrt * step(0.73, 0.1 * hsl.y + 0.7 * hsl.z);
|
||||
#endif
|
||||
}
|
||||
} else { // 50-52
|
||||
if (material_mask == 50u) { // 50
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Candles
|
||||
material.emission = vec3(0.2) * pow4(clamp01(block_pos.y * 2.0));
|
||||
#endif
|
||||
} else { // 51
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Ochre froglight
|
||||
material.emission = 0.40 * albedo_sqrt * (0.1 + 0.9 * cube(hsl.z));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 52-56
|
||||
if (material_mask < 54u) { // 52-54
|
||||
if (material_mask == 52u) { // 52
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Verdant froglight
|
||||
material.emission = 0.40 * albedo_sqrt * (0.1 + 0.9 * cube(hsl.z));
|
||||
#endif
|
||||
} else { // 53
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Pearlescent froglight
|
||||
material.emission = 0.40 * albedo_sqrt * (0.1 + 0.9 * cube(hsl.z));
|
||||
#endif
|
||||
}
|
||||
} else { // 54-56
|
||||
if (material_mask == 54u) { // 54
|
||||
|
||||
} else { // 55
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Amethyst cluster
|
||||
material.emission = vec3(0.20) * (0.1 + 0.9 * hsl.z);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // 56-64
|
||||
if (material_mask < 60u) { // 56-60
|
||||
if (material_mask < 58u) { // 56-58
|
||||
if (material_mask == 56u) { // 56
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Calibrated sculk sensor
|
||||
material.emission = 0.2 * material.albedo * isolate_hue(hsl, 200.0, 40.0) * smoothstep(0.5, 0.7, hsl.z) * (1.0 - linear_step(0.0, 20.0, distance(world_pos, cameraPosition)));
|
||||
material.emission += vec3(0.20) * (0.1 + 0.9 * hsl.z) * step(0.5, isolate_hue(hsl, 270.0, 50.0) + 0.55 * hsl.z);
|
||||
#endif
|
||||
} else { // 57
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Active sculk sensor
|
||||
material.emission = vec3(0.20) * (0.1 + 0.9 * hsl.z);
|
||||
#endif
|
||||
}
|
||||
} else { // 58-60
|
||||
if (material_mask == 58u) { // 58
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Redstone block
|
||||
material.emission = 0.33 * albedo_sqrt;
|
||||
#endif
|
||||
} else { // 59
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Emerald block
|
||||
material.emission = 0.1 * albedo_sqrt;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
} else { // 60-64
|
||||
if (material_mask < 62u) { // 60-62
|
||||
if (material_mask == 60u) { // 60
|
||||
#ifdef HARDCODED_EMISSION
|
||||
// Lapis block
|
||||
material.emission = 0.33 * albedo_sqrt;
|
||||
#endif
|
||||
} else { // 61
|
||||
|
||||
}
|
||||
} else { // 62-64
|
||||
if (material_mask == 62u) { // 62
|
||||
// Nether portal
|
||||
material.emission = vec3(1.0);
|
||||
} else { // 63
|
||||
// End portal
|
||||
material.emission = vec3(1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (material_mask < 264u) { // 64 - 264
|
||||
if(material_mask == 80) { // 80
|
||||
// Powered lightning rod
|
||||
material.emission = vec3(1.0);
|
||||
} /*else {
|
||||
|
||||
}*/
|
||||
} else if (material_mask < 331u) { // 264 - 331
|
||||
// Colored Candles
|
||||
material.emission = vec3(0.2) * pow4(clamp01(block_pos.y * 2.0));
|
||||
} /*else if (material_mask == PHYSICS_MOD_SNOW_ID) {
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
material.f0 = vec3(0.02);
|
||||
material.roughness = 0.5;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_SSS
|
||||
material.sss_amount = 1.0;
|
||||
material.sheen_amount = 1.0;
|
||||
#endif
|
||||
}*/
|
||||
|
||||
if (164u <= material_mask && material_mask < 180u) {
|
||||
// Stained glass, honey and slime
|
||||
#ifdef HARDCODED_SPECULAR
|
||||
material.f0 = vec3(0.04);
|
||||
material.roughness = 0.1;
|
||||
material.ssr_multiplier = 1.0;
|
||||
#endif
|
||||
|
||||
#ifdef HARDCODED_SSS
|
||||
material.sss_amount = 0.5;
|
||||
#endif
|
||||
}
|
||||
|
||||
return material;
|
||||
}
|
||||
|
||||
#endif // INCLUDE_MISC_MATERIAL
|
@ -1,15 +0,0 @@
|
||||
float min1(float x) {
|
||||
return min(x, 1.0);
|
||||
}
|
||||
float max0(float x) {
|
||||
return max(x, 0.0);
|
||||
}
|
||||
float clamp01(float x) {
|
||||
return clamp(x, 0.0, 1.0);
|
||||
}
|
||||
vec2 clamp01(vec2 x) {
|
||||
return clamp(x, vec2(0.0), vec2(1.0));
|
||||
}
|
||||
vec3 clamp01(vec3 x) {
|
||||
return clamp(x, vec3(0.0), vec3(1.0));
|
||||
}
|
@ -142,10 +142,6 @@ vec2 moonDiffuse[8] = vec2[8](
|
||||
);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float GetLinearDepth(float depth) {
|
||||
return (2.0 * near) / (far + near - depth * (far - near));
|
||||
}
|
||||
@ -209,6 +205,7 @@ void GlowOutline(inout vec3 color){
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/skyColor.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
@ -220,6 +217,7 @@ void GlowOutline(inout vec3 color){
|
||||
#include "/lib/atmospherics/clouds.glsl"
|
||||
#include "/lib/atmospherics/sunmoon.glsl"
|
||||
|
||||
|
||||
#ifdef OUTLINE_ENABLED
|
||||
#include "/lib/util/outlineOffset.glsl"
|
||||
#include "/lib/util/outlineDepth.glsl"
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -28,7 +28,7 @@ uniform float far;
|
||||
uniform float frameTimeCounter;
|
||||
uniform float blindFactor, darknessFactor, nightVision;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float screenBrightness;
|
||||
uniform float shadowFade;
|
||||
uniform float timeAngle, timeBrightness;
|
||||
uniform float viewWidth, viewHeight;
|
||||
@ -65,9 +65,6 @@ vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.
|
||||
mat4 gbufferProjectionInverse = dhProjectionInverse;
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float GetBlueNoise3D(vec3 pos, vec3 normal) {
|
||||
pos = (floor(pos + 0.01) + 0.5) / 512.0;
|
||||
@ -88,6 +85,7 @@ float GetBlueNoise3D(vec3 pos, vec3 normal) {
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
@ -96,6 +94,7 @@ float GetBlueNoise3D(vec3 pos, vec3 normal) {
|
||||
#include "/lib/lighting/forwardLighting.glsl"
|
||||
#include "/lib/surface/ggx.glsl"
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
@ -107,7 +106,7 @@ void main() {
|
||||
|
||||
if (albedo.a > 0.001) {
|
||||
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
|
||||
|
||||
|
||||
float foliage = float(mat > 0.98 && mat < 1.02);
|
||||
float leaves = float(mat > 1.98 && mat < 2.02);
|
||||
float emissive = float(mat > 2.98 && mat < 3.02);
|
||||
@ -119,9 +118,9 @@ void main() {
|
||||
float subsurface = 0.0;
|
||||
float basicSubsurface = leaves * 0.5;
|
||||
vec3 baseReflectance = vec3(0.04);
|
||||
|
||||
|
||||
emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4;
|
||||
|
||||
|
||||
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
|
||||
#ifdef TAA
|
||||
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
|
||||
@ -155,16 +154,16 @@ void main() {
|
||||
#ifdef WHITE_WORLD
|
||||
albedo.rgb = vec3(0.35);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 outNormal = newNormal;
|
||||
|
||||
|
||||
float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
|
||||
|
||||
float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
|
||||
float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
|
||||
float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
|
||||
vanillaDiffuse*= vanillaDiffuse;
|
||||
|
||||
|
||||
#ifndef NORMAL_PLANTS
|
||||
if (foliage > 0.5) vanillaDiffuse *= 1.8;
|
||||
#endif
|
||||
@ -172,9 +171,9 @@ void main() {
|
||||
float halfNoL = dot(newNormal, lightVec) * 0.5 + 0.5;
|
||||
basicSubsurface *= halfNoL * step(length(albedo.rgb), 1.7);
|
||||
}
|
||||
|
||||
|
||||
vec3 shadow = vec3(0.0);
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface);
|
||||
|
||||
#if ALPHA_BLEND == 0
|
||||
@ -243,16 +242,16 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
|
||||
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
|
||||
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
|
||||
|
||||
int blockID = dhMaterialId;
|
||||
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
|
||||
mat = 0.0;
|
||||
|
||||
if (blockID == DH_BLOCK_LEAVES){
|
||||
@ -281,7 +280,7 @@ void main() {
|
||||
#endif
|
||||
|
||||
gl_Position = dhProjection * gbufferModelView * position;
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -31,7 +31,7 @@ uniform float dhFarPlane;
|
||||
uniform float far, near;
|
||||
uniform float frameTimeCounter;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float screenBrightness;
|
||||
uniform float shadowFade, voidFade;
|
||||
uniform float timeAngle, timeBrightness;
|
||||
uniform float viewWidth, viewHeight;
|
||||
@ -78,13 +78,10 @@ mat4 gbufferPreviousProjection = dhPreviousProjection;
|
||||
mat4 gbufferProjectionInverse = dhProjectionInverse;
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
|
||||
float noise = 0.0;
|
||||
|
||||
|
||||
vec2 wind = vec2(frametime) * 0.5 * WATER_SPEED;
|
||||
|
||||
worldPos.xz += worldPos.y * 0.2;
|
||||
@ -99,7 +96,7 @@ float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
|
||||
float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 96.0 + offset).r;
|
||||
noiseA *= noiseA; noiseB *= noiseB;
|
||||
#endif
|
||||
|
||||
|
||||
#if WATER_NORMALS > 0
|
||||
noise = mix(noiseA, noiseB, WATER_DETAIL);
|
||||
#endif
|
||||
@ -109,7 +106,7 @@ float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
|
||||
|
||||
vec3 GetParallaxWaves(vec3 worldPos, vec3 viewVector) {
|
||||
vec3 parallaxPos = worldPos;
|
||||
|
||||
|
||||
for(int i = 0; i < 4; i++) {
|
||||
float height = -1.25 * GetWaterHeightMap(parallaxPos, vec2(0.0)) + 0.25;
|
||||
parallaxPos.xz += height * viewVector.xy / dist;
|
||||
@ -129,7 +126,7 @@ vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
|
||||
#endif
|
||||
|
||||
float normalOffset = WATER_SHARPNESS;
|
||||
|
||||
|
||||
float fresnel = pow(clamp(1.0 + dot(normalize(normal), normalize(viewPos)), 0.0, 1.0), 8.0);
|
||||
float normalStrength = 0.35 * (1.0 - fresnel);
|
||||
|
||||
@ -146,6 +143,7 @@ vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/skyColor.glsl"
|
||||
@ -163,6 +161,7 @@ vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
|
||||
#include "/lib/reflections/simpleReflections.glsl"
|
||||
#include "/lib/surface/ggx.glsl"
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
@ -186,12 +185,12 @@ void main() {
|
||||
|
||||
if (albedo.a > 0.001) {
|
||||
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
|
||||
|
||||
|
||||
float water = float(mat > 0.98 && mat < 1.02);
|
||||
float glass = float(mat > 1.98 && mat < 2.02);
|
||||
float translucent = float(mat > 2.98 && mat < 3.02);
|
||||
float portal = float(mat > 3.98 && mat < 4.02);
|
||||
|
||||
|
||||
float metalness = 0.0;
|
||||
float emission = portal;
|
||||
float subsurface = 0.0;
|
||||
@ -199,7 +198,7 @@ void main() {
|
||||
vec3 baseReflectance = vec3(0.04);
|
||||
|
||||
emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4;
|
||||
|
||||
|
||||
#ifndef REFLECTION_TRANSLUCENT
|
||||
glass = 0.0;
|
||||
translucent = 0.0;
|
||||
@ -213,7 +212,7 @@ void main() {
|
||||
vec3 worldPos = ToWorld(viewPos);
|
||||
|
||||
float dither = Bayer8(gl_FragCoord.xy);
|
||||
|
||||
|
||||
float viewLength = length(viewPos);
|
||||
float minDist = (dither - 1.0) * 16.0 + far;
|
||||
if (viewLength < minDist) {
|
||||
@ -237,7 +236,7 @@ void main() {
|
||||
#endif
|
||||
|
||||
vec3 normalMap = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
@ -261,13 +260,13 @@ void main() {
|
||||
#endif
|
||||
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2));
|
||||
|
||||
|
||||
vlAlbedo = albedo.rgb;
|
||||
|
||||
#ifdef WHITE_WORLD
|
||||
albedo.rgb = vec3(0.35);
|
||||
#endif
|
||||
|
||||
|
||||
if (water > 0.5) {
|
||||
#if WATER_MODE == 0
|
||||
albedo.rgb = waterColor.rgb * waterColor.a;
|
||||
@ -285,20 +284,20 @@ void main() {
|
||||
vlAlbedo = sqrt(albedo.rgb);
|
||||
baseReflectance = vec3(0.02);
|
||||
}
|
||||
|
||||
|
||||
vlAlbedo = mix(vec3(1.0), vlAlbedo, sqrt(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
|
||||
|
||||
|
||||
float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
|
||||
|
||||
float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
|
||||
float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
|
||||
float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
|
||||
vanillaDiffuse*= vanillaDiffuse;
|
||||
|
||||
|
||||
vec3 shadow = vec3(0.0);
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, color.a, NoL,
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, color.a, NoL,
|
||||
vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface);
|
||||
|
||||
|
||||
float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos)), 0.0, 1.0), 5.0);
|
||||
|
||||
if (water > 0.5 || ((translucent + glass) > 0.5 && albedo.a < 0.95)) {
|
||||
@ -306,21 +305,21 @@ void main() {
|
||||
vec4 reflection = vec4(0.0);
|
||||
vec3 skyReflection = vec3(0.0);
|
||||
float reflectionMask = 0.0;
|
||||
|
||||
|
||||
fresnel = fresnel * 0.98 + 0.02;
|
||||
fresnel*= max(1.0 - isEyeInWater * 0.5 * water, 0.5);
|
||||
// fresnel = 1.0;
|
||||
|
||||
|
||||
#if REFLECTION == 2
|
||||
reflection = DHReflection(viewPos, newNormal, dither, reflectionMask);
|
||||
reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0));
|
||||
#endif
|
||||
|
||||
|
||||
if (reflection.a < 1.0) {
|
||||
#ifdef OVERWORLD
|
||||
vec3 skyRefPos = reflect(normalize(viewPos), newNormal);
|
||||
skyReflection = GetSkyColor(skyRefPos, true);
|
||||
|
||||
|
||||
#ifdef AURORA
|
||||
skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12);
|
||||
#endif
|
||||
@ -340,7 +339,7 @@ void main() {
|
||||
#ifdef CLASSIC_EXPOSURE
|
||||
skyReflection *= 4.0 - 3.0 * eBS;
|
||||
#endif
|
||||
|
||||
|
||||
float waterSkyOcclusion = lightmap.y;
|
||||
#if REFLECTION_SKY_FALLOFF > 1
|
||||
waterSkyOcclusion = clamp(1.0 - (1.0 - waterSkyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
|
||||
@ -359,7 +358,7 @@ void main() {
|
||||
|
||||
skyReflection *= clamp(1.0 - isEyeInWater, 0.0, 1.0);
|
||||
}
|
||||
|
||||
|
||||
reflection.rgb = max(mix(skyReflection, reflection.rgb, reflection.a), vec3(0.0));
|
||||
|
||||
#if defined OVERWORLD || defined END
|
||||
@ -375,7 +374,7 @@ void main() {
|
||||
|
||||
reflection.rgb += specular * (1.0 - reflectionMask) / specularAlpha;
|
||||
#endif
|
||||
|
||||
|
||||
albedo.rgb = mix(albedo.rgb, reflection.rgb, fresnel);
|
||||
albedo.a = mix(albedo.a, 1.0, fresnel);
|
||||
#endif
|
||||
@ -458,11 +457,11 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
float WavingWater(vec3 worldPos) {
|
||||
worldPos += cameraPosition;
|
||||
float fractY = fract(worldPos.y + 0.005);
|
||||
|
||||
|
||||
float wave = sin(6.2831854 * (frametime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07)) +
|
||||
sin(6.2831854 * (frametime * 0.5 + worldPos.x * 0.10 + worldPos.z * 0.20));
|
||||
if (fractY > 0.01) return wave * 0.0125;
|
||||
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
@ -478,28 +477,28 @@ float WavingWater(vec3 worldPos) {
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
|
||||
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
|
||||
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
|
||||
|
||||
|
||||
int blockID = dhMaterialId;
|
||||
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
binormal = normalize(gbufferModelView[2].xyz);
|
||||
tangent = normalize(gbufferModelView[0].xyz);
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
|
||||
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
|
||||
dist = length(gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
|
||||
mat = 0.0;
|
||||
|
||||
|
||||
if (blockID == DH_BLOCK_WATER) mat = 1.0;
|
||||
|
||||
const vec2 sunRotationData = vec2(
|
||||
@ -514,7 +513,7 @@ void main() {
|
||||
eastVec = tangent;
|
||||
|
||||
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
#ifdef WAVING_WATER
|
||||
float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0;
|
||||
if (blockID == 300 || blockID == 302 || blockID == 304) position.y += WavingWater(position.xyz);
|
||||
@ -526,7 +525,7 @@ void main() {
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
|
||||
if (mat == 0.0) gl_Position.z -= 0.00001;
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -25,7 +25,7 @@ uniform int worldTime;
|
||||
uniform float frameTimeCounter;
|
||||
uniform float nightVision;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float screenBrightness;
|
||||
uniform float shadowFade;
|
||||
uniform float timeAngle, timeBrightness;
|
||||
uniform float viewWidth, viewHeight;
|
||||
@ -68,16 +68,15 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/util/spaceConversion.glsl"
|
||||
#include "/lib/lighting/forwardLighting.glsl"
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
@ -100,7 +99,7 @@ void main() {
|
||||
vec3 viewPos = ToNDC(screenPos);
|
||||
#endif
|
||||
vec3 worldPos = ToWorld(viewPos);
|
||||
|
||||
|
||||
#ifdef DYNAMIC_HANDLIGHT
|
||||
float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
|
||||
float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
|
||||
@ -129,9 +128,9 @@ void main() {
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 shadow = vec3(0.0);
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
vanillaDiffuse, 1.0, 0.0, 0.0, 0.0);
|
||||
|
||||
#if ALPHA_BLEND == 0
|
||||
@ -215,12 +214,12 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
|
||||
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
|
||||
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
|
||||
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
|
||||
@ -238,7 +237,7 @@ void main() {
|
||||
#else
|
||||
gl_Position = ftransform();
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -5,7 +5,6 @@ https://bitslablab.com
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/util/commonFunctions.glsl"
|
||||
|
||||
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
|
||||
#ifdef FSH
|
||||
@ -18,7 +17,7 @@ varying vec3 sunVec, upVec, eastVec;
|
||||
|
||||
varying vec4 color;
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
varying float dist;
|
||||
|
||||
varying vec3 binormal, tangent;
|
||||
@ -27,9 +26,17 @@ varying vec4 color;
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//Uniforms//
|
||||
@ -58,7 +65,7 @@ uniform mat4 shadowModelView;
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D noisetex;
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
uniform ivec2 atlasSize;
|
||||
vec2 atlasSizeM = atlasSize;
|
||||
|
||||
@ -90,34 +97,28 @@ float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
|
||||
float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
#if defined ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
#ifdef GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
#if defined GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
#endif
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
@ -129,15 +130,12 @@ float GetLuminance(vec3 color) {
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
#include "/lib/util/encode.glsl"
|
||||
#include "/lib/reflections/complexFresnel.glsl"
|
||||
#include "/lib/surface/materialGbuffers.glsl"
|
||||
#include "/lib/surface/parallax.glsl"
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
#include "/lib/surface/generatedNormals.glsl"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
@ -207,11 +205,8 @@ void main() {
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
float f0 = 0.0, porosity = 0.5, ao = 1.0;
|
||||
vec3 normalMap = vec3(0.0, 0.0, 1.0);
|
||||
#ifdef GENERATED_NORMALS
|
||||
#include "/lib/surface/materialHandling/blockEntityMaterials.glsl"
|
||||
#else
|
||||
GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
|
||||
newCoord, dcdx, dcdy);
|
||||
GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
|
||||
newCoord, dcdx, dcdy);
|
||||
#endif
|
||||
|
||||
#ifdef NORMAL_SKIP
|
||||
@ -239,7 +234,8 @@ void main() {
|
||||
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2));
|
||||
|
||||
#elif defined GENERATED_NORMALS
|
||||
#ifdef GENERATED_NORMALS
|
||||
newNormal = normalMap;
|
||||
GenerateNormals(newNormal, albedo.rgb);
|
||||
#endif
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -23,11 +23,11 @@ void main() {
|
||||
#if ALPHA_BLEND == 1
|
||||
albedo.rgb = pow(albedo.rgb,vec3(2.2)) * 2.25;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef WHITE_WORLD
|
||||
albedo.a = 0.0;
|
||||
#endif
|
||||
|
||||
|
||||
/* DRAWBUFFERS:0 */
|
||||
gl_FragData[0] = albedo;
|
||||
}
|
||||
@ -70,7 +70,7 @@ void main() {
|
||||
#else
|
||||
gl_Position = ftransform();
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -9,6 +9,8 @@ https://bitslablab.com
|
||||
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
|
||||
#ifdef FSH
|
||||
|
||||
#define GBUFFERS_ENTITIES
|
||||
|
||||
//Varyings//
|
||||
varying vec2 texCoord, lmCoord;
|
||||
|
||||
@ -18,12 +20,25 @@ varying vec3 sunVec, upVec, eastVec;
|
||||
varying vec4 color;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
varying float dist;
|
||||
varying float dist;
|
||||
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
#endif
|
||||
|
||||
//Uniforms//
|
||||
@ -35,7 +50,7 @@ uniform int worldTime;
|
||||
uniform float frameTimeCounter;
|
||||
uniform float nightVision;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float screenBrightness;
|
||||
uniform float shadowFade;
|
||||
uniform float timeAngle, timeBrightness;
|
||||
uniform float viewWidth, viewHeight;
|
||||
@ -56,6 +71,7 @@ uniform sampler2D noisetex;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
uniform ivec2 atlasSize;
|
||||
vec2 atlasSizeM = atlasSize;
|
||||
|
||||
uniform sampler2D specular;
|
||||
uniform sampler2D normals;
|
||||
@ -86,18 +102,25 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
@ -141,7 +164,7 @@ void main() {
|
||||
float surfaceDepth = 1.0;
|
||||
float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0);
|
||||
float skipAdvMat = float(entityId == 10100);
|
||||
|
||||
|
||||
#ifdef PARALLAX
|
||||
if (skipAdvMat < 0.5) {
|
||||
newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth);
|
||||
@ -156,7 +179,7 @@ void main() {
|
||||
#ifdef ENTITY_FLASH
|
||||
albedo.rgb = mix(albedo.rgb, entityColor.rgb, entityColor.a);
|
||||
#endif
|
||||
|
||||
|
||||
float lightningBolt = float(entityId == 10101);
|
||||
if(lightningBolt > 0.5) {
|
||||
#ifdef OVERWORLD
|
||||
@ -174,12 +197,12 @@ void main() {
|
||||
|
||||
if (albedo.a > 0.001 && lightningBolt < 0.5) {
|
||||
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
|
||||
|
||||
|
||||
float metalness = 0.0;
|
||||
float emission = float(entityColor.a > 0.05) * 0.125;
|
||||
float subsurface = 0.0;
|
||||
vec3 baseReflectance = vec3(0.04);
|
||||
|
||||
|
||||
emission *= dot(albedo.rgb, albedo.rgb) * 0.333;
|
||||
|
||||
#ifndef ENTITY_FLASH
|
||||
@ -197,14 +220,14 @@ void main() {
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
float f0 = 0.0, porosity = 0.5, ao = 1.0;
|
||||
vec3 normalMap = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
|
||||
GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
|
||||
newCoord, dcdx, dcdy);
|
||||
|
||||
|
||||
#ifdef NORMAL_SKIP
|
||||
normalMap = vec3(0.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
@ -212,7 +235,7 @@ void main() {
|
||||
if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector && skipAdvMat < 0.5)
|
||||
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef DYNAMIC_HANDLIGHT
|
||||
float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
|
||||
float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
|
||||
@ -223,13 +246,13 @@ void main() {
|
||||
lightmap = floor(lightmap * 14.999 * (0.75 + 0.25 * color.a)) / 14.0;
|
||||
lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
|
||||
#endif
|
||||
|
||||
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2));
|
||||
|
||||
#ifdef WHITE_WORLD
|
||||
albedo.rgb = vec3(0.35);
|
||||
#endif
|
||||
|
||||
|
||||
float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
|
||||
|
||||
float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
|
||||
@ -254,7 +277,7 @@ void main() {
|
||||
#ifdef END
|
||||
doParallax = float(NoL > 0.0);
|
||||
#endif
|
||||
|
||||
|
||||
if (doParallax > 0.5) {
|
||||
parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec,
|
||||
tbnMatrix);
|
||||
@ -265,9 +288,9 @@ void main() {
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 shadow = vec3(0.0);
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
|
||||
vanillaDiffuse, parallaxShadow, emission, subsurface, 0.0);
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
@ -286,7 +309,7 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
float aoSquared = ao * ao;
|
||||
shadow *= aoSquared; fresnel3 *= aoSquared;
|
||||
albedo.rgb = albedo.rgb * (1.0 - fresnel3 * smoothness * smoothness * (1.0 - metalness));
|
||||
@ -294,7 +317,7 @@ void main() {
|
||||
|
||||
#if (defined OVERWORLD || defined END) && (defined ADVANCED_MATERIALS || defined SPECULAR_HIGHLIGHT_ROUGH)
|
||||
vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance);
|
||||
|
||||
|
||||
albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance,
|
||||
specularColor, shadow * vanillaDiffuse, 1.0);
|
||||
#endif
|
||||
@ -314,7 +337,7 @@ void main() {
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
/* DRAWBUFFERS:08 */
|
||||
gl_FragData[1] = vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
|
||||
#if defined TAA_SELECTIVE && !(defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR)
|
||||
/* DRAWBUFFERS:083 */
|
||||
gl_FragData[2] = vec4(0.0, 0.0, 0.25, 1.0);
|
||||
@ -341,6 +364,8 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
|
||||
#undef GBUFFERS_ENTITIES
|
||||
|
||||
#endif
|
||||
|
||||
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
|
||||
@ -406,7 +431,7 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
|
||||
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
|
||||
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
|
||||
|
||||
@ -415,13 +440,13 @@ void main() {
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
|
||||
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
|
||||
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
|
||||
dist = length(gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
|
||||
@ -432,7 +457,7 @@ void main() {
|
||||
|
||||
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
|
||||
#endif
|
||||
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
|
||||
@ -450,7 +475,7 @@ void main() {
|
||||
#else
|
||||
gl_Position = ftransform();
|
||||
#endif
|
||||
|
||||
|
||||
#if defined TAA && !defined TAA_SELECTIVE
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -18,12 +18,24 @@ varying vec3 sunVec, upVec, eastVec;
|
||||
varying vec4 color;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
varying float dist;
|
||||
varying float dist;
|
||||
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//Uniforms//
|
||||
@ -86,18 +98,27 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -20,12 +20,25 @@ varying vec3 sunVec, upVec, eastVec;
|
||||
varying vec4 color;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
varying float dist;
|
||||
varying float dist;
|
||||
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
varying vec3 binormal, tangent;
|
||||
varying vec3 viewVector;
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
#endif
|
||||
|
||||
//Uniforms//
|
||||
@ -37,7 +50,7 @@ uniform int worldTime;
|
||||
uniform float frameTimeCounter;
|
||||
uniform float nightVision;
|
||||
uniform float rainStrength;
|
||||
uniform float screenBrightness;
|
||||
uniform float screenBrightness;
|
||||
uniform float shadowFade;
|
||||
uniform float timeAngle, timeBrightness;
|
||||
uniform float viewWidth, viewHeight;
|
||||
@ -56,6 +69,7 @@ uniform sampler2D noisetex;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
uniform ivec2 atlasSize;
|
||||
vec2 atlasSizeM = atlasSize;
|
||||
|
||||
uniform sampler2D specular;
|
||||
uniform sampler2D normals;
|
||||
@ -86,22 +100,31 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float GetHandItem(int id) {
|
||||
return float((heldItemId == id && isMainHand > 0.5) || (heldItemId2 == id && isMainHand < 0.5));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
@ -140,7 +163,7 @@ void main() {
|
||||
vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
|
||||
float surfaceDepth = 1.0;
|
||||
float skipAdvMat = float(heldItemId == 358 || (heldItemId2 == 358 && isMainHand < 0.5));
|
||||
|
||||
|
||||
#ifdef PARALLAX
|
||||
if (skipAdvMat < 0.5) {
|
||||
newCoord = GetParallaxCoord(texCoord, 0.0, surfaceDepth);
|
||||
@ -162,12 +185,12 @@ void main() {
|
||||
lightmap.x = max(lightmap.x, GetHandItem(213));
|
||||
|
||||
float emissive = (GetHandItem(50) + GetHandItem(89) + GetHandItem(213));
|
||||
|
||||
|
||||
float metalness = 0.0;
|
||||
float emission = emissive;
|
||||
float subsurface = 0.0;
|
||||
vec3 baseReflectance = vec3(0.04);
|
||||
|
||||
|
||||
emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.25;
|
||||
|
||||
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z + 0.38);
|
||||
@ -181,14 +204,14 @@ void main() {
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
float f0 = 0.0, porosity = 0.5, ao = 1.0;
|
||||
vec3 normalMap = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
|
||||
GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
|
||||
newCoord, dcdx, dcdy);
|
||||
|
||||
#ifdef NORMAL_SKIP
|
||||
normalMap = vec3(0.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
@ -196,7 +219,7 @@ void main() {
|
||||
if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector)
|
||||
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef DYNAMIC_HANDLIGHT
|
||||
float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
|
||||
float handlight = clamp(heldLightValue / 15.0, 0.0, 0.9333);
|
||||
@ -219,7 +242,7 @@ void main() {
|
||||
albedo.rgb /= 0.7 * albedo.rgb + 0.7;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
lightAlbedo = albedo.rgb + 0.00001;
|
||||
lightAlbedo = sqrt(normalize(lightAlbedo) * emission * emissive);
|
||||
@ -253,7 +276,7 @@ void main() {
|
||||
#ifdef END
|
||||
doParallax = float(NoL > 0.0);
|
||||
#endif
|
||||
|
||||
|
||||
if (doParallax > 0.5 && skipAdvMat < 0.5) {
|
||||
parallaxShadow = GetParallaxShadow(surfaceDepth, 0.0, newCoord, lightVec, tbnMatrix);
|
||||
}
|
||||
@ -263,9 +286,9 @@ void main() {
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
|
||||
#endif
|
||||
|
||||
|
||||
vec3 shadow = vec3(0.0);
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, vec3(0.0), lightmap, 1.0, NoL,
|
||||
GetLighting(albedo.rgb, shadow, viewPos, worldPos, vec3(0.0), lightmap, 1.0, NoL,
|
||||
vanillaDiffuse, parallaxShadow, emission, subsurface, 0.0);
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
@ -284,7 +307,7 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
float aoSquared = ao * ao;
|
||||
shadow *= aoSquared; fresnel3 *= aoSquared;
|
||||
albedo.rgb = albedo.rgb * (1.0 - fresnel3 * smoothness * smoothness * (1.0 - metalness));
|
||||
@ -292,7 +315,7 @@ void main() {
|
||||
|
||||
#if (defined OVERWORLD || defined END) && (defined ADVANCED_MATERIALS || defined SPECULAR_HIGHLIGHT_ROUGH)
|
||||
vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance);
|
||||
|
||||
|
||||
albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance,
|
||||
specularColor, shadow * vanillaDiffuse, 1.0);
|
||||
#endif
|
||||
@ -312,7 +335,7 @@ void main() {
|
||||
#ifdef MULTICOLORED_BLOCKLIGHT
|
||||
/* DRAWBUFFERS:08 */
|
||||
gl_FragData[1] = vec4(lightAlbedo,1.0);
|
||||
|
||||
|
||||
#if defined TAA_SELECTIVE && !(defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR)
|
||||
/* DRAWBUFFERS:083 */
|
||||
gl_FragData[2] = vec4(0.0, 0.0, 0.25, 1.0);
|
||||
@ -408,7 +431,7 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
|
||||
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
|
||||
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
|
||||
|
||||
@ -417,13 +440,13 @@ void main() {
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
|
||||
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
|
||||
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
|
||||
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
|
||||
dist = length(gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
|
||||
@ -431,10 +454,10 @@ void main() {
|
||||
|
||||
vTexCoordAM.pq = abs(texMinMidCoord) * 2;
|
||||
vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
|
||||
|
||||
|
||||
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
|
||||
#endif
|
||||
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
isMainHand = float(gl_ModelViewMatrix[3][0] > 0.0);
|
||||
@ -454,11 +477,11 @@ void main() {
|
||||
#else
|
||||
gl_Position = ftransform();
|
||||
#endif
|
||||
|
||||
|
||||
#if defined TAA && !defined TAA_SELECTIVE
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
||||
|
||||
#if MC_VERSION >= 11500
|
||||
isMainHand = float(gl_Position.x > 0.0);
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -74,12 +74,8 @@ vec2 moonDiffuse[8] = vec2[8](
|
||||
vec2(-0.125, 1.0 )
|
||||
);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/skyColor.glsl"
|
||||
#include "/lib/util/dither.glsl"
|
||||
@ -91,14 +87,14 @@ float GetLuminance(vec3 color) {
|
||||
//Program//
|
||||
void main() {
|
||||
vec3 albedo = vec3(0.0);
|
||||
|
||||
|
||||
#if defined OVERWORLD && !defined SKY_DEFERRED
|
||||
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
|
||||
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
|
||||
viewPos /= viewPos.w;
|
||||
|
||||
|
||||
albedo = GetSkyColor(viewPos.xyz, false);
|
||||
|
||||
|
||||
#ifdef ROUND_SUN_MOON
|
||||
vec3 lightMA = mix(lightMorning, lightEvening, mefade);
|
||||
vec3 sunColor = mix(lightMA, sqrt(lightDay * lightMA * LIGHT_DI), timeBrightness);
|
||||
@ -129,7 +125,7 @@ void main() {
|
||||
albedo.rgb = albedo.rgb + dither / vec3(128.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
/* DRAWBUFFERS:0 */
|
||||
gl_FragData[0] = vec4(albedo, 1.0 - star);
|
||||
}
|
||||
@ -157,7 +153,7 @@ void main() {
|
||||
sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
|
||||
|
||||
upVec = normalize(gbufferModelView[1].xyz);
|
||||
|
||||
|
||||
gl_Position = ftransform();
|
||||
|
||||
star = float(gl_Color.r == gl_Color.g && gl_Color.g == gl_Color.b && gl_Color.r > 0.0);
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
/*
|
||||
BSL Shaders v8 Series by Capt Tatsu
|
||||
https://bitslablab.com
|
||||
*/
|
||||
|
||||
//Settings//
|
||||
#include "/lib/settings.glsl"
|
||||
@ -52,11 +52,9 @@ float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
|
||||
float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/util/dither.glsl"
|
||||
|
||||
@ -72,7 +70,7 @@ void main() {
|
||||
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
|
||||
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
|
||||
viewPos /= viewPos.w;
|
||||
|
||||
|
||||
float VoU = dot(normalize(viewPos.xyz), upVec);
|
||||
|
||||
float sunFade = smoothstep(0.0, 1.0, 1.0 - pow(1.0 - max(VoU * 0.975 + 0.025, 0.0), 8.0));
|
||||
@ -88,17 +86,17 @@ void main() {
|
||||
if (renderStage == MC_RENDER_STAGE_MOON) {
|
||||
albedo.rgb *= MOON_INTENSITY * MOON_INTENSITY * sunFade;
|
||||
}
|
||||
#else
|
||||
#else
|
||||
albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY;
|
||||
albedo.a *= SKYBOX_OPACITY;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef ROUND_SUN_MOON
|
||||
if (renderStage == MC_RENDER_STAGE_SUN || renderStage == MC_RENDER_STAGE_MOON) {
|
||||
albedo *= 0.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef SKY_DESATURATION
|
||||
vec3 desat = GetLuminance(albedo.rgb) * pow(lightNight, vec3(1.6)) * 4.0;
|
||||
albedo.rgb = mix(desat, albedo.rgb, sunVisibility);
|
||||
@ -122,7 +120,7 @@ void main() {
|
||||
#if ALPHA_BLEND == 0
|
||||
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
|
||||
#endif
|
||||
|
||||
|
||||
/* DRAWBUFFERS:0 */
|
||||
gl_FragData[0] = albedo;
|
||||
}
|
||||
@ -157,16 +155,16 @@ void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
|
||||
const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
|
||||
float ang = fract(timeAngle - 0.25);
|
||||
ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
|
||||
sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
|
||||
|
||||
upVec = normalize(gbufferModelView[1].xyz);
|
||||
|
||||
|
||||
gl_Position = ftransform();
|
||||
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
@ -21,7 +21,7 @@ varying vec4 color;
|
||||
|
||||
varying vec4 glColor;
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
varying float dist;
|
||||
|
||||
varying vec3 binormal, tangent;
|
||||
@ -30,8 +30,17 @@ varying vec4 glColor;
|
||||
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -104,128 +113,32 @@ float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
|
||||
float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
vec4 debugNormals;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
#if defined GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
#if defined GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
#endif
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float max0(float x) {
|
||||
return max(x, 0.0);
|
||||
}
|
||||
|
||||
float min1(float x) {
|
||||
return min(x, 1.0);
|
||||
}
|
||||
|
||||
float pow2(float x) {
|
||||
return x * x;
|
||||
}
|
||||
vec2 pow2(vec2 x) {
|
||||
return x * x;
|
||||
}
|
||||
|
||||
vec3 pow2(vec3 x) {
|
||||
return x * x;
|
||||
}
|
||||
float pow1_5(float x) { // Faster pow(x, 1.5) approximation (that isn't accurate at all) if x is between 0 and 1
|
||||
return x - x * pow2(1.0 - x); // Thanks to SixthSurge
|
||||
}
|
||||
vec2 pow1_5(vec2 x) {
|
||||
return x - x * pow2(1.0 - x);
|
||||
}
|
||||
vec3 pow1_5(vec3 x) {
|
||||
return x - x * pow2(1.0 - x);
|
||||
}
|
||||
|
||||
bool CheckForColor(vec3 albedo, vec3 check) { // Thanks to Builderb0y
|
||||
vec3 dif = albedo - check * 0.003921568;
|
||||
return dif == clamp(dif, vec3(-0.001), vec3(0.001));
|
||||
}
|
||||
|
||||
float GetMaxColorDif(vec3 color) {
|
||||
vec3 dif = abs(vec3(color.r - color.g, color.g - color.b, color.r - color.b));
|
||||
return max(dif.r, max(dif.g, dif.b));
|
||||
}
|
||||
|
||||
float smoothstep1(float x) {
|
||||
return x * x * (3.0 - 2.0 * x);
|
||||
}
|
||||
vec2 smoothstep1(vec2 x) {
|
||||
return x * x * (3.0 - 2.0 * x);
|
||||
}
|
||||
vec3 smoothstep1(vec3 x) {
|
||||
return x * x * (3.0 - 2.0 * x);
|
||||
}
|
||||
float sqrt1(float x) { // Faster sqrt() approximation (that isn't accurate at all) if x is between 0 and 1
|
||||
return x * (2.0 - x); // Thanks to Builderb0y
|
||||
}
|
||||
vec2 sqrt1(vec2 x) {
|
||||
return x * (2.0 - x);
|
||||
}
|
||||
vec3 sqrt1(vec3 x) {
|
||||
return x * (2.0 - x);
|
||||
}
|
||||
vec4 sqrt1(vec4 x) {
|
||||
return x * (2.0 - x);
|
||||
}
|
||||
// common functions
|
||||
vec3 ViewToPlayer(vec3 pos) {
|
||||
return mat3(gbufferModelViewInverse) * pos + gbufferModelViewInverse[3].xyz;
|
||||
}
|
||||
|
||||
float sqrt3(float x) {
|
||||
x = 1.0 - x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
return 1.0 - x;
|
||||
}
|
||||
vec2 sqrt3(vec2 x) {
|
||||
x = 1.0 - x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
return 1.0 - x;
|
||||
}
|
||||
vec3 sqrt3(vec3 x) {
|
||||
x = 1.0 - x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
return 1.0 - x;
|
||||
}
|
||||
vec4 sqrt3(vec4 x) {
|
||||
x = 1.0 - x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
x *= x;
|
||||
return 1.0 - x;
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/specularColor.glsl"
|
||||
@ -237,17 +150,13 @@ vec4 sqrt3(vec4 x) {
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
|
||||
#if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS
|
||||
#if defined ADVANCED_MATERIALS
|
||||
#include "/lib/util/encode.glsl"
|
||||
#include "/lib/reflections/complexFresnel.glsl"
|
||||
#include "/lib/surface/directionalLightmap.glsl"
|
||||
#include "/lib/surface/materialGbuffers.glsl"
|
||||
#include "/lib/surface/parallax.glsl"
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
#include "/lib/surface/generatedNormals.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef REFLECTION_RAIN
|
||||
#include "/lib/reflections/rainPuddles.glsl"
|
||||
#endif
|
||||
@ -335,7 +244,6 @@ void main() {
|
||||
// #include "/lib/materials/materialHandling/terrainMaterials.glsl"
|
||||
GenerateNormals(newNormal, albedo.rgb);
|
||||
#endif
|
||||
debugNormals = vec4(newNormal , 1.0);
|
||||
|
||||
|
||||
#ifdef DYNAMIC_HANDLIGHT
|
||||
|
@ -78,9 +78,6 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
#ifdef SOFT_PARTICLES
|
||||
float GetLinearDepth(float depth) {
|
||||
@ -89,6 +86,7 @@ float GetLinearDepth(float depth) {
|
||||
#endif
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/skyColor.glsl"
|
||||
|
@ -9,6 +9,8 @@ https://bitslablab.com
|
||||
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
|
||||
#ifdef FSH
|
||||
|
||||
#define GBUFFERS_WATER
|
||||
|
||||
//Varyings//
|
||||
varying float mat;
|
||||
varying float dist;
|
||||
@ -22,7 +24,19 @@ varying vec3 viewVector;
|
||||
varying vec4 color;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
varying vec4 vTexCoord, vTexCoordAM;
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
|
||||
flat varying vec2 absMidCoordPos;
|
||||
varying vec2 signMidCoordPos;
|
||||
|
||||
vec2 mipx;
|
||||
vec2 mipy;
|
||||
float mipDelta;
|
||||
float miplevel;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//Uniforms//
|
||||
@ -56,6 +70,7 @@ uniform sampler2D noisetex;
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
uniform ivec2 atlasSize;
|
||||
vec2 atlasSizeM = atlasSize;
|
||||
|
||||
uniform sampler2D specular;
|
||||
uniform sampler2D normals;
|
||||
@ -95,16 +110,24 @@ float frametime = frameTimeCounter * ANIMATION_SPEED;
|
||||
#endif
|
||||
|
||||
#ifdef ADVANCED_MATERIALS
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
vec2 dcdx = dFdx(texCoord);
|
||||
vec2 dcdy = dFdy(texCoord);
|
||||
|
||||
#ifdef GENERATED_NORMALS
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
|
||||
|
||||
//Common Functions//
|
||||
float GetLuminance(vec3 color) {
|
||||
return dot(color,vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
|
||||
float noise = 0.0;
|
||||
@ -170,6 +193,7 @@ vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
|
||||
}
|
||||
|
||||
//Includes//
|
||||
#include "/lib/common.glsl"
|
||||
#include "/lib/color/blocklightColor.glsl"
|
||||
#include "/lib/color/dimensionColor.glsl"
|
||||
#include "/lib/color/skyColor.glsl"
|
||||
@ -630,6 +654,8 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
|
||||
#undef GBUFFERS_WATER
|
||||
|
||||
#endif
|
||||
|
||||
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -24,17 +24,16 @@ screen.LIGHTING=<empty> <empty> SHADOW [SHADOW_CONFIG] shadowMapResolution shado
|
||||
screen.SHADOW_CONFIG=<empty> <empty> SHADOW_ENTITY SHADOW_BLOCK_ENTITY SHADOW_VEGETATION SHADOW_CLOUD sunPathRotation SHADOW_BIAS SHADOW_PIXEL
|
||||
screen.MCBL=<empty> <empty> MCBL_ANTI_BLEED MCBL_LEGACY_COLOR
|
||||
|
||||
screen.MATERIAL=<empty> <empty> ADVANCED_MATERIALS MATERIAL_FORMAT <empty> <empty> [SPECULAR] [NORMALS] <empty> <empty> SSS BASIC_SSS EMISSIVE REFRACTION ALBEDO_BALANCING ALPHA_BLEND ENTITY_FLASH
|
||||
screen.MATERIAL=<empty> <empty> ADVANCED_MATERIALS MATERIAL_FORMAT <empty> [INTEGRATED] [SPECULAR] [NORMALS] <empty> <empty> SSS BASIC_SSS EMISSIVE REFRACTION ALBEDO_BALANCING ALPHA_BLEND ENTITY_FLASH
|
||||
screen.SPECULAR=<empty> <empty> REFLECTION REFLECTION_TRANSLUCENT <empty> <empty> REFLECTION_SPECULAR REFLECTION_ROUGH REFLECTION_RAIN REFLECTION_RAIN_AMOUNT REFLECTION_PREVIOUS SPECULAR_HIGHLIGHT_ROUGH ALBEDO_METAL REFLECTION_MODE REFLECTION_SKY_FALLOFF REFLECTION_SKYBOX
|
||||
screen.NORMALS=<empty> <empty> PARALLAX PARALLAX_DEPTH PARALLAX_QUALITY PARALLAX_DISTANCE SELF_SHADOW SELF_SHADOW_ANGLE SELF_SHADOW_QUALITY SELF_SHADOW_STRENGTH GENERATED_NORMALS [GENERATED_NORMAL_SETTINGS] <empty> <empty> DIRECTIONAL_LIGHTMAP DIRECTIONAL_LIGHTMAP_STRENGTH NORMAL_DAMPENING NORMAL_PLANTS
|
||||
|
||||
screen.GENERATED_NORMAL_SETTINGS=<empty> <empty> GENERATED_NORMAL_MULT GENERATED_NORMAL_THRESHOLD GENERATED_NORMAL_CLAMP GENERATED_NORMAL_RESOLUTION
|
||||
screen.NORMALS=<empty> <empty> PARALLAX PARALLAX_DEPTH PARALLAX_QUALITY PARALLAX_DISTANCE SELF_SHADOW SELF_SHADOW_ANGLE SELF_SHADOW_QUALITY SELF_SHADOW_STRENGTH <empty> <empty> DIRECTIONAL_LIGHTMAP DIRECTIONAL_LIGHTMAP_STRENGTH NORMAL_DAMPENING NORMAL_PLANTS
|
||||
screen.INTEGRATED=<empty> <empty> GENERATED_NORMALS GENERATED_NORMAL_MULT GENERATED_NORMAL_THRESHOLD GENERATED_NORMAL_CLAMP GENERATED_NORMAL_RESOLUTION <empty> INTEGRATED_SPECULAR
|
||||
|
||||
screen.ATMOSPHERICS=<empty> <empty> [CLOUDS] [FOG] [SKY] [SKYBOX] <empty> <empty> LIGHT_SHAFT LIGHT_SHAFT_STRENGTH WEATHER_PERBIOME WEATHER_OPACITY
|
||||
screen.SKY=<empty> <empty> SKY_DENSITY_D SKY_EXPOSURE_D SKY_DENSITY_N SKY_EXPOSURE_N SKY_DENSITY_W SKY_EXPOSURE_W SKY_HORIZON_N SKY_HORIZON_F <empty> <empty> SKY_DESATURATION SKY_GROUND UNDERGROUND_SKY SHADER_END_SKY SKY_DEFERRED
|
||||
screen.CLOUDS=<empty> <empty> CLOUDS CLOUD_BASE <empty> <empty> CLOUD_DENSITY CLOUD_AMOUNT CLOUD_HEIGHT CLOUD_THICKNESS CLOUD_DETAIL CLOUD_SPEED CLOUD_OPACITY CLOUD_BRIGHTNESS CLOUD_VOLUMETRIC_SCALE
|
||||
screen.FOG=<empty> <empty> FOG_DENSITY [FOG_DENSITY] FOG_HEIGHT [FOG_HEIGHT] FAR_VANILLA_FOG [FOG_VANILLA]
|
||||
screen.FOG_DENSITY=<empty> <empty> FOG_DENSITY_NIGHT FOG_DENSITY_WEATHER FOG_DENSITY_COLD FOG_DENSITY_DRY FOG_DENSITY_DAMP FOG_DENSITY_INDOOR FOG_DENSITY_DH
|
||||
screen.FOG_DENSITY=<empty> <empty> FOG_DENSITY_NIGHT FOG_DENSITY_WEATHER FOG_DENSITY_COLD FOG_DENSITY_DRY FOG_DENSITY_DAMP FOG_DENSITY_INDOOR FOG_DENSITY_DH
|
||||
screen.FOG_HEIGHT=<empty> <empty> FOG_HEIGHT_Y FOG_HEIGHT_FALLOFF
|
||||
screen.FOG_VANILLA=<empty> <empty> FAR_VANILLA_FOG_STYLE FOG_DENSITY_VANILLA FOG_VANILLA_CLOUD
|
||||
screen.SKYBOX=<empty> <empty> ROUND_SUN_MOON ROUND_SUN_MOON_SIZE STARS AURORA <empty> <empty> SKYBOX_INTENSITY SKYBOX_OPACITY SUN_INTENSITY MOON_INTENSITY
|
||||
|
Loading…
Reference in New Issue
Block a user