/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH #define GBUFFERS_WATER //Varyings// varying float mat; varying float dist; varying vec2 texCoord, lmCoord; varying vec3 normal, binormal, tangent; varying vec3 sunVec, upVec, eastVec; varying vec3 viewVector; varying vec4 color; #ifdef ADVANCED_MATERIALS 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 frameCounter; uniform int isEyeInWater; uniform int worldTime; uniform float blindFactor, darknessFactor, nightVision; uniform float far, near; uniform float frameTimeCounter; uniform float rainStrength; uniform float screenBrightness; uniform float shadowFade, voidFade; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition, previousCameraPosition; uniform mat4 gbufferProjection, gbufferPreviousProjection, gbufferProjectionInverse; uniform mat4 gbufferModelView, gbufferPreviousModelView, gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; uniform sampler2D texture; uniform sampler2D gaux2; uniform sampler2D depthtex1; uniform sampler2D depthtex2; uniform sampler2D noisetex; #ifdef ADVANCED_MATERIALS uniform ivec2 atlasSize; vec2 atlasSizeM = atlasSize; uniform sampler2D specular; uniform sampler2D normals; #ifdef REFLECTION_RAIN uniform float wetness; #endif #endif #ifdef DYNAMIC_HANDLIGHT uniform int heldBlockLightValue; uniform int heldBlockLightValue2; #endif #ifdef MULTICOLORED_BLOCKLIGHT uniform sampler2D colortex8; uniform sampler2D colortex9; #endif #if CLOUDS == 2 uniform sampler2D gaux1; #endif #ifdef DISTANT_HORIZONS uniform float dhFarPlane; #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 #ifdef 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); //Common Functions// float GetWaterHeightMap(vec3 worldPos, vec2 offset) { float noise = 0.0; vec2 wind = vec2(frametime) * 0.5 * WATER_SPEED; worldPos.xz += worldPos.y * 0.2; #if WATER_NORMALS == 1 offset /= 256.0; float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).g; float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 48.0 + offset).g; #elif WATER_NORMALS == 2 offset /= 256.0; float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).r; 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 return noise * WATER_BUMP; } 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; } return parallaxPos; } vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) { vec3 waterPos = worldPos + cameraPosition; #if WATER_PIXEL > 0 waterPos = floor(waterPos * WATER_PIXEL) / WATER_PIXEL; #endif #ifdef WATER_PARALLAX waterPos = GetParallaxWaves(waterPos, 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); float h1 = GetWaterHeightMap(waterPos, vec2( normalOffset, 0.0)); float h2 = GetWaterHeightMap(waterPos, vec2(-normalOffset, 0.0)); float h3 = GetWaterHeightMap(waterPos, vec2(0.0, normalOffset)); float h4 = GetWaterHeightMap(waterPos, vec2(0.0, -normalOffset)); float xDelta = (h2 - h1) / normalOffset; float yDelta = (h4 - h3) / normalOffset; vec3 normalMap = vec3(xDelta, yDelta, 1.0 - (xDelta * xDelta + yDelta * yDelta)); return normalMap * normalStrength + vec3(0.0, 0.0, 1.0 - normalStrength); } //Includes// #include "/lib/common.glsl" #include "/lib/color/blocklightColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/color/skyColor.glsl" #include "/lib/color/specularColor.glsl" #include "/lib/color/waterColor.glsl" #include "/lib/util/dither.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/atmospherics/weatherDensity.glsl" #include "/lib/atmospherics/sky.glsl" #include "/lib/atmospherics/clouds.glsl" #include "/lib/atmospherics/fog.glsl" #include "/lib/atmospherics/waterFog.glsl" #include "/lib/lighting/forwardLighting.glsl" #include "/lib/reflections/raytrace.glsl" #include "/lib/reflections/simpleReflections.glsl" #include "/lib/surface/ggx.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif #ifdef ADVANCED_MATERIALS #include "/lib/reflections/complexFresnel.glsl" #include "/lib/surface/directionalLightmap.glsl" #include "/lib/surface/materialGbuffers.glsl" #include "/lib/surface/parallax.glsl" #ifdef REFLECTION_RAIN #include "/lib/reflections/rainPuddles.glsl" #endif #endif #ifdef MULTICOLORED_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 albedo = texture2D(texture, texCoord) * vec4(color.rgb, 1.0); vec3 newNormal = normal; float smoothness = 0.0; vec3 lightAlbedo = vec3(0.0); #ifdef ADVANCED_MATERIALS vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st; float surfaceDepth = 1.0; float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0); float skipAdvMat = float(mat > 0.98 && mat < 1.02); #ifdef PARALLAX if(skipAdvMat < 0.5) { newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth); albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * vec4(color.rgb, 1.0); } #endif #endif vec3 vlAlbedo = vec3(1.0); vec3 refraction = vec3(0.0); float cloudBlendOpacity = 1.0; 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; float basicSubsurface = water; 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; #endif 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); #if CLOUDS == 2 float cloudViewLength = texture2D(gaux1, screenPos.xy).r * (far * 2.0); float viewLength = length(viewPos); cloudBlendOpacity = step(viewLength, cloudViewLength); if (cloudBlendOpacity == 0) { discard; } // albedo.rgb *= fract(viewLength); #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); #if WATER_NORMALS == 1 || WATER_NORMALS == 2 if (water > 0.5) { normalMap = GetWaterNormal(worldPos, viewPos, viewVector); newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0)); } #endif #ifdef ADVANCED_MATERIALS float f0 = 0.0, porosity = 0.5, ao = 1.0, skyOcclusion = 0.0; if (water < 0.5) { GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap, newCoord, dcdx, dcdy); if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector) newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0)); } #endif #if REFRACTION == 1 refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95) * water); #elif REFRACTION == 2 refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95)); #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)); vlAlbedo = albedo.rgb; #ifdef MULTICOLORED_BLOCKLIGHT vec3 opaquelightAlbedo = texture2D(colortex8, screenPos.xy).rgb; if (water < 0.5) { opaquelightAlbedo *= vlAlbedo; } lightAlbedo = albedo.rgb + 0.00001; if (portal > 0.5) { lightAlbedo = lightAlbedo * 0.95 + 0.05; } lightAlbedo = normalize(lightAlbedo + 0.00001) * emission; lightAlbedo = mix(opaquelightAlbedo, sqrt(lightAlbedo), albedo.a); #endif #ifdef WHITE_WORLD albedo.rgb = vec3(0.35); #endif if (water > 0.5) { #if WATER_MODE == 0 albedo.rgb = waterColor.rgb * waterColor.a; #elif WATER_MODE == 1 // do nothing #elif WATER_MODE == 2 float waterLuma = length(albedo.rgb / pow(color.rgb, vec3(2.2))) * 2.0; albedo.rgb = waterLuma * waterColor.rgb * waterColor.a; #elif WATER_MODE == 3 albedo.rgb = color.rgb * color.rgb * 0.35; #endif #if WATER_ALPHA_MODE == 0 albedo.a = waterAlpha; #endif 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; 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 #ifdef SELF_SHADOW if (lightmap.y > 0.0 && NoL > 0.0 && water < 0.5) { parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec, tbnMatrix); } #endif #ifdef DIRECTIONAL_LIGHTMAP mat3 lightmapTBN = GetLightmapTBN(viewPos); lightmap.x = DirectionalLightmap(lightmap.x, lmCoord.x, newNormal, lightmapTBN); lightmap.y = DirectionalLightmap(lightmap.y, lmCoord.y, newNormal, lightmapTBN); #endif #endif #ifdef MULTICOLORED_BLOCKLIGHT blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos); #endif vec3 shadow = vec3(0.0); GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL, vanillaDiffuse, parallaxShadow, emission, subsurface, basicSubsurface); #ifdef ADVANCED_MATERIALS float puddles = 0.0; #ifdef REFLECTION_RAIN if (water < 0.5) { puddles = GetPuddles(worldPos, newCoord, lightmap.y, NoU, wetness); } ApplyPuddleToMaterial(puddles, albedo, smoothness, f0, porosity); if (puddles > 0.001 && rainStrength > 0.001) { mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); vec3 puddleNormal = GetPuddleNormal(worldPos, viewPos, tbnMatrix); newNormal = normalize( mix(newNormal, puddleNormal, puddles * sqrt(1.0 - porosity) * rainStrength) ); } #endif #endif 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)) { #if REFLECTION > 0 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 = SimpleReflection(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 #if CLOUDS == 1 vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, true); skyReflection = mix(skyReflection, cloud.rgb, cloud.a); #endif #if CLOUDS == 2 vec3 cameraPos = GetReflectedCameraPos(worldPos, newNormal); float cloudViewLength = 0.0; vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true); skyReflection = mix(skyReflection, cloud.rgb, cloud.a); #endif #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); #endif waterSkyOcclusion *= waterSkyOcclusion; skyReflection *= waterSkyOcclusion; #endif #ifdef NETHER skyReflection = netherCol.rgb * 0.04; #endif #ifdef END skyReflection = endCol.rgb * 0.01; #endif 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 vec3 specularColor = GetSpecularColor(lightmap.y, 0.0, vec3(1.0)); vec3 specular = GetSpecularHighlight(newNormal, viewPos, 0.9, vec3(0.02), specularColor, shadow, color.a); #if ALPHA_BLEND == 0 float specularAlpha = pow(mix(albedo.a, 1.0, fresnel), 2.2) * fresnel; #else float specularAlpha = mix(albedo.a , 1.0, fresnel) * fresnel; #endif 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 }else{ #ifdef ADVANCED_MATERIALS skyOcclusion = lightmap.y; #if REFLECTION_SKY_FALLOFF > 1 skyOcclusion = clamp(1.0 - (1.0 - skyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0); #endif skyOcclusion *= skyOcclusion; baseReflectance = mix(vec3(f0), rawAlbedo, metalness); #ifdef REFLECTION_SPECULAR vec3 fresnel3 = mix(baseReflectance, vec3(1.0), fresnel); #if MATERIAL_FORMAT == 0 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 * smoothness * smoothness; if (smoothness > 0.0) { vec4 reflection = vec4(0.0); vec3 skyReflection = vec3(0.0); float reflectionMask = 0.0; float ssrMask = clamp(length(fresnel3) * 400.0 - 1.0, 0.0, 1.0); if(ssrMask > 0.0) reflection = SimpleReflection(viewPos, newNormal, dither, reflectionMask); reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0)); reflection.a *= ssrMask; if (reflection.a < 1.0) { #ifdef OVERWORLD vec3 skyRefPos = reflect(normalize(viewPos.xyz), newNormal); skyReflection = GetSkyColor(skyRefPos, true); #ifdef AURORA skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12); #endif #if CLOUDS == 1 vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, false); skyReflection = mix(skyReflection, cloud.rgb, cloud.a); #endif #if CLOUDS == 2 vec3 cameraPos = GetReflectedCameraPos(worldPos, newNormal); float cloudViewLength = 0.0; vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true); skyReflection = mix(skyReflection, cloud.rgb, cloud.a); #endif #ifdef CLASSIC_EXPOSURE skyReflection *= 4.0 - 3.0 * eBS; #endif skyReflection = mix(vanillaDiffuse * minLightCol, skyReflection, skyOcclusion); #endif #ifdef NETHER skyReflection = netherCol.rgb * 0.04; #endif #ifdef END skyReflection = endCol.rgb * 0.01; #endif } reflection.rgb = max(mix(skyReflection, reflection.rgb, reflectionMask), vec3(0.0)); albedo.rgb = albedo.rgb * (1.0 - fresnel3 * (1.0 - metalness)) + reflection.rgb * fresnel3; albedo.a = mix(albedo.a, 1.0, GetLuminance(fresnel3)); } #endif #endif #if defined OVERWORLD || defined END vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance); albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance, specularColor, shadow * vanillaDiffuse, color.a); #endif } #if WATER_FOG == 1 if((isEyeInWater == 0 && water > 0.5) || (isEyeInWater == 1 && water < 0.5)) { float opaqueDepth = texture2D(depthtex1, screenPos.xy).r; vec3 opaqueScreenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), opaqueDepth); #ifdef TAA vec3 opaqueViewPos = ToNDC(vec3(TAAJitter(opaqueScreenPos.xy, -0.5), opaqueScreenPos.z)); #else vec3 opaqueViewPos = ToNDC(opaqueScreenPos); #endif vec4 waterFog = GetWaterFog(opaqueViewPos - viewPos.xyz); albedo = mix(waterFog, vec4(albedo.rgb, 1.0), albedo.a); } #endif Fog(albedo.rgb, viewPos); #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif } albedo.a *= cloudBlendOpacity; /* DRAWBUFFERS:01 */ gl_FragData[0] = albedo; gl_FragData[1] = vec4(vlAlbedo, 1.0); #ifdef MULTICOLORED_BLOCKLIGHT /* DRAWBUFFERS:018 */ gl_FragData[2] = vec4(lightAlbedo, 1.0); #if REFRACTION > 0 /* DRAWBUFFERS:0186 */ gl_FragData[3] = vec4(refraction, 1.0); #endif #else #if REFRACTION > 0 /* DRAWBUFFERS:016 */ gl_FragData[2] = vec4(refraction, 1.0); #endif #endif } #undef GBUFFERS_WATER #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying float mat; varying float dist; varying vec2 texCoord, lmCoord; varying vec3 normal, binormal, tangent; varying vec3 sunVec, upVec, eastVec; varying vec3 viewVector; varying vec4 color; #ifdef ADVANCED_MATERIALS 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; attribute vec4 mc_midTexCoord; attribute vec4 at_tangent; //Common Variables// #ifdef WORLD_TIME_ANIMATION float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED; #else float frametime = frameTimeCounter * ANIMATION_SPEED; #endif //Common Functions// 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; } //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)); int blockID = int(mod(max(mc_Entity.x - 10000, 0), 10000)); normal = normalize(gl_NormalMatrix * gl_Normal); 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); #ifdef ADVANCED_MATERIALS 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; #endif color = gl_Color; if(color.a < 0.1) color.a = 1.0; mat = 0.0; if (blockID == 300 || blockID == 304) mat = 1.0; if (blockID == 301) mat = 2.0; if (blockID == 302) mat = 3.0; if (blockID == 303) mat = 4.0; 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); 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); #endif #ifdef WORLD_CURVATURE position.y -= WorldCurvature(position.xz); #endif 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 } #endif