/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; #if defined ADVANCED_MATERIALS varying float dist; 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 #endif //Uniforms// uniform int blockEntityId; uniform int frameCounter; uniform int isEyeInWater; uniform int worldTime; uniform float frameTimeCounter; uniform float nightVision; uniform float rainStrength; uniform float screenBrightness; uniform float shadowFade; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight, aspectRatio; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; uniform sampler2D texture; uniform sampler2D noisetex; #if defined ADVANCED_MATERIALS uniform ivec2 atlasSize; vec2 atlasSizeM = atlasSize; uniform sampler2D specular; uniform sampler2D normals; #endif #ifdef DYNAMIC_HANDLIGHT uniform int heldBlockLightValue; uniform int heldBlockLightValue2; #endif #ifdef MULTICOLORED_BLOCKLIGHT uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferPreviousProjection; uniform vec3 previousCameraPosition; uniform sampler2D colortex9; #endif //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 #if defined ADVANCED_MATERIALS 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); //Includes// #include "/lib/common.glsl" #include "/lib/color/blocklightColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/color/specularColor.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/forwardLighting.glsl" #include "/lib/surface/ggx.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif #if defined ADVANCED_MATERIALS #include "/lib/util/encode.glsl" #include "/lib/reflections/complexFresnel.glsl" #include "/lib/surface/materialGbuffers.glsl" #include "/lib/surface/parallax.glsl" #endif #ifdef MULTICOLORED_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif #ifdef NORMAL_SKIP #undef PARALLAX #undef SELF_SHADOW #endif //Program// void main() { vec4 albedo = texture2D(texture, texCoord) * color; #ifdef GENERATED_NORMALS vec3 colorP = albedo.rgb; #endif vec3 newNormal = normal, geoNormal = normal, shadowMult = vec3(1.0); float smoothness = 0.0; vec3 lightAlbedo = vec3(0.0); #ifdef ADVANCED_MATERIALS vec2 newCoord = vTexCoord.st * absMidCoordPos + signMidCoordPos; float surfaceDepth = 1.0; float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0); #if MC_VERSION >= 11300 float skipAdvMat = float(blockEntityId == 10400); #else float skipAdvMat = float(blockEntityId == 63 || blockEntityId == 68); #endif #ifdef PARALLAX if (skipAdvMat < 0.5) { newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth); albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * color; } #endif float skyOcclusion = 0.0; vec3 fresnel3 = vec3(0.0); #endif if(blockEntityId == 10401) albedo.a = 0.0; if (albedo.a > 0.001) { vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0)); float metalness = 0.0; float emission = float(blockEntityId == 10205); float subsurface = 0.0; float basicSubsurface = float(blockEntityId == 10109) * 0.5; vec3 baseReflectance = vec3(0.04); emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0); 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); #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); #endif #ifdef NORMAL_SKIP 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); 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 - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333); lightmap.x = max(lightmap.x, handlight); #endif #ifdef TOON_LIGHTMAP 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 GENERATED_NORMALS newNormal = normalMap; GenerateNormals(newNormal, albedo.rgb); #endif #ifdef EMISSIVE_RECOLOR if (blockEntityId == 10205 && dot(color.rgb, vec3(1.0)) > 2.66) { float ec = length(albedo.rgb); albedo.rgb = blocklightCol * (ec * 0.63 / BLOCKLIGHT_I) + ec * 0.07; } #endif #ifdef MULTICOLORED_BLOCKLIGHT lightAlbedo = albedo.rgb + 0.00001; lightAlbedo = sqrt(normalize(lightAlbedo) * emission); #endif #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); 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; float parallaxShadow = 1.0; #ifdef ADVANCED_MATERIALS vec3 rawAlbedo = albedo.rgb * 0.999 + 0.001; albedo.rgb *= ao; #ifdef REFLECTION_SPECULAR albedo.rgb *= 1.0 - metalness * smoothness; #endif float doParallax = 0.0; #ifdef SELF_SHADOW #ifdef OVERWORLD doParallax = float(lightmap.y > 0.0 && NoL > 0.0); #endif #ifdef END doParallax = float(NoL > 0.0); #endif if (doParallax > 0.5) { parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec, tbnMatrix); } #endif #endif #ifdef MULTICOLORED_BLOCKLIGHT blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos); #endif vec3 shadow = vec3(0.0); GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, color.a, NoL, vanillaDiffuse, parallaxShadow, emission, subsurface, basicSubsurface); #ifdef ADVANCED_MATERIALS skyOcclusion = lightmap.y; baseReflectance = mix(vec3(f0), rawAlbedo, metalness); float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos.xyz)), 0.0, 1.0), 5.0); fresnel3 = mix(baseReflectance, vec3(1.0), fresnel); #if MATERIAL_FORMAT == 1 if (f0 >= 0.9 && f0 < 1.0) { baseReflectance = GetMetalCol(f0); fresnel3 = ComplexFresnel(pow(fresnel, 0.2), f0); #ifdef ALBEDO_METAL fresnel3 *= rawAlbedo; #endif } #endif float aoSquared = ao * ao; shadow *= aoSquared; fresnel3 *= aoSquared; albedo.rgb = albedo.rgb * (1.0 - fresnel3 * smoothness * smoothness * (1.0 - metalness)); #endif #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, color.a); #endif #if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR && defined REFLECTION_ROUGH normalMap = mix(vec3(0.0, 0.0, 1.0), normalMap, smoothness); newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0)); #endif #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); if(blockEntityId == 10205) albedo.a = sqrt(albedo.a); #endif } if(blockEntityId == 10401) { vec2 portalCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight); portalCoord = (portalCoord - 0.5) * vec2(aspectRatio, 1.0); vec3 portColSqrt = vec3(END_R, END_G, END_B) / 255.0 * END_I; vec3 portCol = portColSqrt * portColSqrt * 0.05; vec2 wind = vec2(0, frametime * 0.025); float portal = texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).r * 0.25 + 0.375; #ifdef END portal *= 0.5; #endif portal+= texture2D(texture, portalCoord * 0.5 + wind).r * 1.4; portal+= texture2D(texture, portalCoord + wind + 0.15).r; portal+= texture2D(texture, portalCoord * 2.0 + wind + 0.30).r * 0.7; portal+= texture2D(texture, portalCoord * 4.0 + wind + 0.45).r * 0.5; albedo.rgb = portal * portal * portCol.rgb; albedo.a = 1.0; lightAlbedo = normalize(albedo.rgb * 20.0 + 0.00001); #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif } /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; #ifdef MULTICOLORED_BLOCKLIGHT /* DRAWBUFFERS:08 */ gl_FragData[1] = vec4(lightAlbedo, 1.0); #if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR /* DRAWBUFFERS:08367 */ gl_FragData[2] = vec4(smoothness, skyOcclusion, 0.0, 1.0); gl_FragData[3] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0); gl_FragData[4] = vec4(fresnel3, 1.0); #endif #else #if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR /* DRAWBUFFERS:0367 */ gl_FragData[1] = vec4(smoothness, skyOcclusion, 0.0, 1.0); gl_FragData[2] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0); gl_FragData[3] = vec4(fresnel3, 1.0); #endif #endif } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; #ifdef ADVANCED_MATERIALS varying float dist; varying vec2 signMidCoordPos; flat varying vec2 absMidCoordPos; varying vec3 binormal, tangent; varying vec3 viewVector; varying vec4 vTexCoord, vTexCoordAM; #endif //Uniforms// uniform int worldTime; uniform float frameTimeCounter; uniform float timeAngle; uniform vec3 cameraPosition; uniform mat4 gbufferModelView, gbufferModelViewInverse; #ifdef TAA uniform int frameCounter; uniform float viewWidth, viewHeight; #endif //Attributes// attribute vec4 mc_Entity; #ifdef ADVANCED_MATERIALS attribute vec4 mc_midTexCoord; attribute vec4 at_tangent; #endif //Common Variables// #ifdef WORLD_TIME_ANIMATION float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif //Includes// #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)); normal = normalize(gl_NormalMatrix * gl_Normal); if (normal != normal) normal = -upVec; // Mod Fix: Fixes Better Nether Fireflies #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; vec2 texMinMidCoord = texCoord - midCoord; vTexCoordAM.pq = abs(texMinMidCoord) * 2; vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord); vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5; signMidCoordPos = sign(texMinMidCoord) * (5 + 5); absMidCoordPos = abs(texMinMidCoord); #endif color = gl_Color; if(color.a < 0.1) color.a = 1.0; 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); #ifdef WORLD_CURVATURE vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; position.y -= WorldCurvature(position.xz); gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #else gl_Position = ftransform(); #endif #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif