/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying vec2 texCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; //Uniforms// uniform int isEyeInWater; uniform int worldTime; uniform float rainStrength; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform sampler2D texture; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; //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); //Includes// #include "/lib/color/lightColor.glsl" #include "/lib/util/spaceConversion.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif //Program// void main() { #if CLOUDS != 3 discard; #endif vec4 albedo = texture2D(texture, texCoord); albedo.rgb = pow(albedo.rgb,vec3(2.2)); float NoU = clamp(dot(normal, upVec), -1.0, 1.0); float NoE = clamp(dot(normal, eastVec), -1.0, 1.0); float vanillaDiffuse = (0.25 * NoU + 0.75) + (-0.333 + abs(NoE)) * (1.0 - abs(NoU)) * 0.15; vanillaDiffuse = mix(vanillaDiffuse, 0.75, rainStrength * 0.75); vanillaDiffuse*= vanillaDiffuse; albedo.rgb *= lightCol * vanillaDiffuse * CLOUD_BRIGHTNESS; albedo.rgb *= mix(0.4 - 0.25 * rainStrength, 0.5 - 0.425 * rainStrength, sunVisibility); 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); #if FOG_VANILLA_CLOUD > 0 #if FOG_VANILLA_CLOUD == 1 float vanillaFogEnd = 4.0; #elif FOG_VANILLA_CLOUD == 2 float vanillaFogEnd = 2.0; #else float vanillaFogEnd = 1.0; #endif float worldDistance = length(worldPos.xz) / 256.0; float vanillaFog = 1.0 - smoothstep(0.5, vanillaFogEnd, worldDistance); albedo.a *= color.a * vanillaFog; #endif #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; #ifdef ADVANCED_MATERIALS /* DRAWBUFFERS:0367 */ gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0); gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0); gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0); #endif } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec; varying vec4 color; //Uniforms// #ifdef TAA uniform int frameCounter; uniform float viewWidth; uniform float viewHeight; #include "/lib/util/jitter.glsl" #endif uniform float timeAngle; uniform mat4 gbufferModelView; //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; color = gl_Color; normal = normalize(gl_NormalMatrix * gl_Normal); 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); gl_Position = ftransform(); #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif