float GetLogarithmicDepth(float dist) { return (far * (dist - near)) / (dist * (far - near)); } float GetLinearDepth2(float depth) { return 2.0 * near * far / (far + near - (2.0 * depth - 1.0) * (far - near)); } vec4 DistortShadow(vec4 shadowpos, float distortFactor) { shadowpos.xy *= 1.0 / distortFactor; shadowpos.z = shadowpos.z * 0.2; shadowpos = shadowpos * 0.5 + 0.5; return shadowpos; } vec4 GetWorldSpace(float shadowdepth, vec2 texCoord) { vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, shadowdepth, 1.0) * 2.0 - 1.0); viewPos /= viewPos.w; vec4 wpos = gbufferModelViewInverse * viewPos; wpos /= wpos.w; return wpos; } vec4 GetShadowSpace(vec4 wpos) { wpos = shadowModelView * wpos; wpos = shadowProjection * wpos; wpos /= wpos.w; float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y); float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias; wpos = DistortShadow(wpos,distortFactor); return wpos; } //Light shafts from Robobo1221 (modified) vec3 GetLightShafts(float pixeldepth0, float pixeldepth1, vec3 color, float dither) { vec3 vl = vec3(0.0); #ifdef TAA #if TAA_MODE == 0 dither = fract(dither + frameCounter * 0.618); #else dither = fract(dither + frameCounter * 0.5); #endif #endif vec3 screenPos = vec3(texCoord, pixeldepth0); vec4 viewPos = gbufferProjectionInverse * (vec4(screenPos, 1.0) * 2.0 - 1.0); viewPos /= viewPos.w; vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); float VoL = dot(normalize(viewPos.xyz), lightVec); #ifdef OVERWORLD float visfactor = 0.05 * (-0.8 * timeBrightness + 1.0) * (3.0 * rainStrength + 1.0); float invvisfactor = 1.0 - visfactor; float visibility = clamp(VoL * 0.5 + 0.5, 0.0, 1.0); visibility = visfactor / (1.0 - invvisfactor * visibility) - visfactor; visibility = clamp(visibility * 1.015 / invvisfactor - 0.015, 0.0, 1.0); visibility = mix(1.0, visibility, 0.03125 * eBS + 0.96875); #endif #ifdef END VoL = pow(VoL * 0.5 + 0.5, 16.0) * 0.75 + 0.25; float visibility = VoL; #endif visibility *= 0.14285 * float(pixeldepth0 > 0.56); if (visibility > 0.0) { float maxDist = 128.0; float depth0 = GetLinearDepth2(pixeldepth0); float depth1 = GetLinearDepth2(pixeldepth1); vec4 worldposition = vec4(0.0); vec4 shadowposition = vec4(0.0); vec3 watercol = mix(vec3(1.0), waterColor.rgb / (waterColor.a * waterColor.a), pow(waterAlpha, 0.25)); for(int i = 0; i < 7; i++) { float minDist = exp2(i + dither) - 0.95; if (minDist >= maxDist) break; if (depth1 < minDist || (depth0 < minDist && color == vec3(0.0))) { break; } worldposition = GetWorldSpace(GetLogarithmicDepth(minDist), texCoord.st); shadowposition = GetShadowSpace(worldposition); shadowposition.z += 0.0512 / shadowMapResolution; if (length(shadowposition.xy * 2.0 - 1.0) < 1.0) { float shadow0 = shadow2D(shadowtex0, shadowposition.xyz).z; vec3 shadowCol = vec3(0.0); #ifdef SHADOW_COLOR if (shadow0 < 1.0) { float shadow1 = shadow2D(shadowtex1, shadowposition.xyz).z; if (shadow1 > 0.0) { shadowCol = texture2D(shadowcolor0, shadowposition.xy).rgb; shadowCol *= shadowCol * shadow1; #ifdef WATER_CAUSTICS shadowCol *= 16.0 - 15.0 * (1.0 - (1.0 - shadow0) * (1.0 - shadow0)); #endif } } #endif shadow0 *= shadow0; shadowCol *= shadowCol; vec3 shadow = clamp(shadowCol * (1.0 - shadow0) + shadow0, vec3(0.0), vec3(16.0)); if (depth0 < minDist) shadow *= color; else if (isEyeInWater == 1.0) { #ifdef WATER_SHADOW_COLOR shadow *= 0.125 * (1.0 + eBS); #else shadow *= watercol * 0.01 * (1.0 + eBS); #endif } #ifdef END vec3 npos = worldposition.xyz + cameraPosition.xyz + vec3(frametime * 4.0, 0, 0); float n3da = texture2D(noisetex, npos.xz / 512.0 + floor(npos.y / 3.0) * 0.35).r; float n3db = texture2D(noisetex, npos.xz / 512.0 + floor(npos.y / 3.0 + 1.0) * 0.35).r; float noise = mix(n3da, n3db, fract(npos.y / 3.0)); noise = sin(noise * 28.0 + frametime * 4.0) * 0.25 + 0.5; shadow *= noise; #endif vl += shadow; } else{ vl += 1.0; } } //vl *= voidFade; #if MC_VERSION >= 11800 vl *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0); #else vl *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0); #endif #ifdef UNDERGROUND_SKY vl *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif vl = sqrt(vl * visibility); if(dot(vl, vl) > 0.0) vl += (dither - 0.25) / 128.0; } return vl; }