/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying float mat, recolor; varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec, northVec; varying vec4 color; varying vec4 glColor; #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 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 texture; uniform sampler2D noisetex; #if defined ADVANCED_MATERIALS || defined GENERATED_NORMALS uniform ivec2 atlasSize; vec2 atlasSizeM = atlasSize; uniform sampler2D specular; uniform sampler2D normals; #ifdef REFLECTION_RAIN uniform float wetness; uniform mat4 gbufferModelView; #endif #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 NdotU = dot(normal, upVec); float NdotUmax0 = max(NdotU, 0.0); const float OSIEBCA = 1.0 / 255.0; 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); #if defined 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 vec3 ViewToPlayer(vec3 pos) { return mat3(gbufferModelViewInverse) * pos + gbufferModelViewInverse[3].xyz; } //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/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 smoothnessD = 0.0, materialMask = 0.0, skyLightFactor = 0.0; float smoothness = 0.0; vec3 lightAlbedo = vec3(0.0); int subsurfaceMode = 0; float smoothnessG = 0.0, highlightMult = 1.0, emission = 0.0; vec2 lmCoordM = lmCoord; #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 > 3.98 && mat < 4.02); #ifdef PARALLAX if(skipAdvMat < 0.5) { newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth); albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * vec4(color.rgb, 1.0); } #endif float skyOcclusion = 0.0; vec3 fresnel3 = vec3(0.0); #endif if (albedo.a > 0.001) { vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0)); float foliage = float(mat > 0.98 && mat < 1.02); float leaves = float(mat > 1.98 && mat < 2.02); float emissive = float(mat > 2.98 && mat < 3.02); float lava = float(mat > 3.98 && mat < 4.02); float candle = float(mat > 4.98 && mat < 5.02); float metalness = 0.0; float emission = (emissive + candle + lava); float subsurface = 0.0; float basicSubsurface = (foliage + candle) * 0.5 + leaves; vec3 baseReflectance = vec3(0.04); emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4; 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); vec3 playerPos = ViewToPlayer(viewPos); float lViewPos = length(viewPos); bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false, noGeneratedNormals = false, doTileRandomisation = true; #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); mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); #ifndef GENERATED_NORMALS if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector) newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0)); #endif #endif #ifdef GENERATED_NORMALS // #include "/lib/materials/materialHandling/terrainMaterials.glsl" GenerateNormals(newNormal, albedo.rgb); #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 EMISSIVE_RECOLOR float ec = GetLuminance(albedo.rgb) * 1.7; if (recolor > 0.5) { albedo.rgb = blocklightCol * pow(ec, 1.5) / (BLOCKLIGHT_I * BLOCKLIGHT_I); albedo.rgb /= 0.7 * albedo.rgb + 0.7; } if (lava > 0.5) { albedo.rgb = pow(blocklightCol * ec / BLOCKLIGHT_I, vec3(2.0)); albedo.rgb /= 0.5 * albedo.rgb + 0.5; } #endif #ifdef MULTICOLORED_BLOCKLIGHT lightAlbedo = albedo.rgb + 0.00001; if (lava > 0.5) { #ifndef MCBL_LEGACY_COLOR lightAlbedo = pow(lightAlbedo, vec3(0.25)); #else lightAlbedo = sqrt(lightAlbedo) * 0.98 + 0.02; #endif } lightAlbedo = sqrt(normalize(lightAlbedo) * emission); #endif #ifdef WHITE_WORLD albedo.rgb = vec3(0.35); #endif vec3 outNormal = newNormal; #ifdef NORMAL_PLANTS if (foliage > 0.5){ newNormal = upVec; #ifdef ADVANCED_MATERIALS newNormal = normalize(mix(outNormal, newNormal, normalMap.z * normalMap.z)); #endif } #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; #ifndef NORMAL_PLANTS if (foliage > 0.5) vanillaDiffuse *= 1.8; #endif float parallaxShadow = 1.0; #ifdef ADVANCED_MATERIALS vec3 rawAlbedo = albedo.rgb * 0.999 + 0.001; albedo.rgb *= ao * ao; #ifdef REFLECTION_SPECULAR albedo.rgb *= 1.0 - metalness * smoothness; #endif float doParallax = 0.0; #ifdef SELF_SHADOW float parallaxNoL = dot(outNormal, lightVec); #ifdef OVERWORLD doParallax = float(lightmap.y > 0.0 && parallaxNoL > 0.0); #endif #ifdef END doParallax = float(parallaxNoL > 0.0); #endif if (doParallax > 0.5 && skipAdvMat < 0.5) { parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec, tbnMatrix); } #endif #ifdef DIRECTIONAL_LIGHTMAP mat3 lightmapTBN = GetLightmapTBN(viewPos); lightmap.x = DirectionalLightmap(lightmap.x, lmCoord.x, outNormal, lightmapTBN); lightmap.y = DirectionalLightmap(lightmap.y, lmCoord.y, outNormal, lightmapTBN); #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 float puddles = 0.0; #ifdef REFLECTION_RAIN float puddlesNoU = dot(outNormal, upVec); puddles = GetPuddles(worldPos, newCoord, lightmap.y, puddlesNoU, wetness); puddles *= 1.0 - lava; 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); outNormal = normalize( mix(outNormal, puddleNormal, puddles * sqrt(1.0 - porosity) * rainStrength) ); } #endif skyOcclusion = lightmap.y; baseReflectance = mix(vec3(f0), rawAlbedo, metalness); float fresnel = pow(clamp(1.0 + dot(outNormal, 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 // newNormal = outNormal; // if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector) { // normalMap = mix(vec3(0.0, 0.0, 1.0), normalMap, smoothness); // newNormal = mix(normalMap * tbnMatrix, newNormal, 1.0 - pow(1.0 - puddles, 4.0)); // newNormal = clamp(normalize(newNormal), vec3(-1.0), vec3(1.0)); // } #endif #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); #endif } else albedo.a = 0.0; /* 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(newNormal, 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(newNormal, 1.0); gl_FragData[3] = vec4(fresnel3, 1.0); #endif #endif } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying float mat, recolor; varying vec2 texCoord, lmCoord; varying vec3 normal; varying vec3 sunVec, upVec, eastVec, northVec; 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; attribute vec4 mc_midTexCoord; #ifdef ADVANCED_MATERIALS 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// #include "/lib/vertex/waving.glsl" #ifdef TAA #include "/lib/util/jitter.glsl" #endif #ifdef WORLD_CURVATURE #include "/lib/vertex/worldCurvature.glsl" #endif vec3 GetSunVector() { const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994)); #ifdef OVERWORLD float ang = fract(timeAngle - 0.25); ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959; return normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz); #elif defined END float ang = 0.0; return normalize((gbufferModelView * vec4(vec3(0.0, sunRotationData * 2000.0), 1.0)).xyz); #else return vec3(0.0); #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); #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; if (mc_Entity.x == 0) viewVector /= 0.0; 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); signMidCoordPos = sign(texMinMidCoord); absMidCoordPos = abs(texMinMidCoord); vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5; #endif color = gl_Color; mat = 0.0; recolor = 0.0; if (blockID >= 100 && blockID < 200) mat = 1.0; if (blockID == 105 || blockID == 106){ mat = 2.0; color.rgb *= 1.225; } if (blockID >= 200 && blockID < 300) mat = 3.0; if (blockID == 203){ mat = 4.0; lmCoord.x += 0.0667; } if (blockID == 208) mat = 5.0; if (blockID == 201 || blockID == 205 || blockID == 206) recolor = 1.0; if (blockID == 202) lmCoord.x -= 0.0667; 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 = GetSunVector(); upVec = normalize(gbufferModelView[1].xyz); eastVec = normalize(gbufferModelView[0].xyz); northVec = normalize(gbufferModelView[2].xyz); vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0; position.xyz = WavingBlocks(position.xyz, blockID, istopv); #ifdef WORLD_CURVATURE position.y -= WorldCurvature(position.xz); #endif gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif