/* 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; //Uniforms// 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; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowModelView; uniform sampler2D noisetex; #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 vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0); //Common Functions// //Includes// #include "/lib/common.glsl" #include "/lib/color/blocklightColor.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/util/spaceConversion.glsl" #include "/lib/lighting/forwardLighting.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif #ifdef MULTICOLORED_BLOCKLIGHT #include "/lib/lighting/coloredBlocklight.glsl" #endif //Program// void main() { vec4 albedo = color; if (albedo.a > 0.001) { vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0)); 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 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)); albedo.a = albedo.a * 0.5 + 0.5; #ifdef WHITE_WORLD if (albedo.a > 0.9) albedo.rgb = vec3(0.35); #endif float NoL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0); 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) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15; vanillaDiffuse*= vanillaDiffuse; #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, 1.0, 0.0, 0.0, 0.0); #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(0.0,0.0,0.0,1.0); #ifdef ADVANCED_MATERIALS /* DRAWBUFFERS:08367 */ gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0); gl_FragData[3] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0); gl_FragData[4] = vec4(0.0, 0.0, 0.0, 1.0); #endif #else #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, float(gl_FragCoord.z < 1.0), 1.0); gl_FragData[3] = vec4(0.0, 0.0, 0.0, 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; //Uniforms// uniform int worldTime; uniform float frameTimeCounter; uniform float timeAngle; uniform vec3 cameraPosition; uniform mat4 gbufferModelView, gbufferModelViewInverse; uniform mat4 gbufferProjectionInverse; #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// #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); color = gl_Color; 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 * gbufferProjectionInverse * ftransform(); 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