/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying float mat; varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; //Uniforms// uniform int frameCounter; uniform int isEyeInWater; uniform int worldTime; uniform float far; uniform float frameTimeCounter; uniform float blindFactor, darknessFactor, nightVision; uniform float rainStrength; uniform float screenBrightness; uniform float shadowFade; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition; uniform mat4 dhProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; uniform sampler2D noisetex; //Common Variables// float eBS = eyeBrightnessSmooth.y / 240.0; 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); #ifdef WORLD_TIME_ANIMATION float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif #ifdef ADVANCED_MATERIALS vec2 dcdx = dFdx(texCoord); vec2 dcdy = dFdy(texCoord); #endif vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); mat4 gbufferProjectionInverse = dhProjectionInverse; //Common Functions// float GetBlueNoise3D(vec3 pos, vec3 normal) { pos = (floor(pos + 0.01) + 0.5) / 512.0; vec3 worldNormal = (gbufferModelViewInverse * vec4(normal, 0.0)).xyz; vec3 noise3D = vec3( texture2D(noisetex, pos.yz).b, texture2D(noisetex, pos.xz).b, texture2D(noisetex, pos.xy).b ); float noiseX = noise3D.x * abs(worldNormal.x); float noiseY = noise3D.y * abs(worldNormal.y); float noiseZ = noise3D.z * abs(worldNormal.z); float noise = noiseX + noiseY + noiseZ; return noise - 0.5; } //Includes// #include "/lib/common.glsl" #include "/lib/color/blocklightColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/color/specularColor.glsl" #include "/lib/util/dither.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/forwardLighting.glsl" #include "/lib/surface/ggx.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif //Program// void main() { vec4 albedo = color; vec3 newNormal = normal; 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); float lava = float(mat > 3.98 && mat < 4.02); float candle = float(mat > 4.98 && mat < 5.02); float metalness = 0.0; float emission = emissive + lava; 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)); #else vec3 viewPos = ToNDC(screenPos); #endif 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) { discard; } vec3 noisePos = (worldPos + cameraPosition) * 4.0; float albedoLuma = GetLuminance(albedo.rgb); float noiseAmount = (1.0 - albedoLuma * albedoLuma) * 0.05; float albedoNoise = GetBlueNoise3D(noisePos, normal); albedo.rgb = clamp(albedo.rgb + albedoNoise * noiseAmount, vec3(0.0), vec3(1.0)); // albedo.rgb = vec3(albedoNoise + 0.5); #ifdef TOON_LIGHTMAP lightmap = floor(lmCoord * 14.999) / 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 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 if (leaves > 0.5) { 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, vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface); #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif } else albedo.a = 0.0; /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying float mat; varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; //Uniforms// uniform int worldTime; uniform float frameTimeCounter; uniform float timeAngle; uniform vec3 cameraPosition; uniform mat4 dhProjection; uniform mat4 gbufferModelView, gbufferModelViewInverse; #ifdef TAA uniform int frameCounter; uniform float viewWidth, viewHeight; #endif //Attributes// attribute vec4 mc_Entity; attribute vec4 mc_midTexCoord; //Common Variables// #ifdef WORLD_TIME_ANIMATION float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif //Includes// #include "/lib/vertex/waving.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif #ifdef WORLD_CURVATURE #include "/lib/vertex/worldCurvature.glsl" #endif //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){ mat = 2.0; color.rgb *= 1.3; } if (blockID == DH_BLOCK_ILLUMINATED) mat = 3.0; if (blockID == DH_BLOCK_LAVA) { mat = 4.0; lmCoord.x += 0.0667; } 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); eastVec = normalize(gbufferModelView[0].xyz); vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; #ifdef WORLD_CURVATURE position.y -= WorldCurvature(position.xz); #endif gl_Position = dhProjection * gbufferModelView * position; #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif