/* 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 upVec, sunVec; varying vec4 color; //Uniforms// uniform int renderStage; uniform float frameTimeCounter; uniform float nightVision; uniform float rainStrength; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform vec3 cameraPosition; uniform mat4 gbufferProjectionInverse; uniform sampler2D texture; uniform sampler2D gaux1; #ifndef MC_RENDER_STAGE_SUN #define MC_RENDER_STAGE_SUN 1 #endif #ifndef MC_RENDER_STAGE_MOON #define MC_RENDER_STAGE_MOON 1 #endif #ifndef MC_RENDER_STAGE_CUSTOM_SKY #define MC_RENDER_STAGE_CUSTOM_SKY 1 #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); //Common Functions// //Includes// #include "/lib/common.glsl" #include "/lib/color/dimensionColor.glsl" #include "/lib/util/dither.glsl" //Program// void main() { vec4 albedo = texture2D(texture, texCoord); #ifdef OVERWORLD albedo *= color; albedo.rgb = pow(albedo.rgb, vec3(2.2)) * albedo.a; #if MC_VERSION >= 11605 vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0); vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0); viewPos /= viewPos.w; float VoU = dot(normalize(viewPos.xyz), upVec); float sunFade = smoothstep(0.0, 1.0, 1.0 - pow(1.0 - max(VoU * 0.975 + 0.025, 0.0), 8.0)); sunFade *= sunFade; if (renderStage == MC_RENDER_STAGE_CUSTOM_SKY) { albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY; albedo.a *= SKYBOX_OPACITY; } if (renderStage == MC_RENDER_STAGE_SUN) { albedo.rgb *= SUN_INTENSITY * SUN_INTENSITY * sunFade; } if (renderStage == MC_RENDER_STAGE_MOON) { albedo.rgb *= MOON_INTENSITY * MOON_INTENSITY * sunFade; } #else albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY; albedo.a *= SKYBOX_OPACITY; #endif #ifdef ROUND_SUN_MOON if (renderStage == MC_RENDER_STAGE_SUN || renderStage == MC_RENDER_STAGE_MOON) { albedo *= 0.0; } #endif #ifdef SKY_DESATURATION vec3 desat = GetLuminance(albedo.rgb) * pow(lightNight, vec3(1.6)) * 4.0; albedo.rgb = mix(desat, albedo.rgb, sunVisibility); #endif #ifdef UNDERGROUND_SKY albedo.rgb *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif #endif #ifdef END albedo.rgb = pow(albedo.rgb, vec3(2.2)); #ifdef SKY_DESATURATION albedo.rgb = GetLuminance(albedo.rgb) * endCol.rgb; #endif albedo.rgb *= SKYBOX_INTENSITY * 0.02 * 16.0 / 16.0; #endif #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord; varying vec3 sunVec, upVec; varying vec4 color; //Uniforms// uniform float timeAngle; uniform mat4 gbufferModelView; #ifdef TAA uniform int frameCounter; uniform float viewWidth; uniform float viewHeight; #include "/lib/util/jitter.glsl" #endif //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 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); gl_Position = ftransform(); #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif