/* 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 upVec, sunVec; //Uniforms// uniform int isEyeInWater; uniform int worldTime; uniform float nightVision; uniform float rainStrength; uniform float timeAngle, timeBrightness; uniform float viewWidth, viewHeight; uniform ivec2 eyeBrightnessSmooth; uniform mat4 gbufferProjectionInverse; uniform sampler2D texture; uniform sampler2D depthtex0; //Common Variables// float eBS = eyeBrightnessSmooth.y / 240.0; float sunVisibility = clamp(dot(sunVec, upVec) + 0.05, 0.0, 0.1) * 10.0; //Common Functions// void Defog(inout vec3 albedo, float fogDensity) { float z = texture2D(depthtex0,gl_FragCoord.xy/vec2(viewWidth,viewHeight)).r; if (z == 1.0) return; vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), z, 1.0); vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0); viewPos /= viewPos.w; float fog = length(viewPos) * fogDensity / 256.0; float clearDay = sunVisibility * (1.0 - rainStrength); fog *= (0.5 * rainStrength + 1.0) / (3.0 * clearDay + 1.0); fog = 1.0 - exp(-2.0 * pow(fog, 0.25 * clearDay + 1.25) * eBS); albedo.rgb /= 1.0 - fog; } //Includes// #include "/lib/color/lightColor.glsl" #include "/lib/color/blocklightColor.glsl" #include "/lib/atmospherics/weatherDensity.glsl" //Program// void main() { #if defined NETHER || defined END discard; #endif vec4 albedo = vec4(0.0); albedo.a = texture2D(texture, texCoord).a; if (albedo.a > 0.001) { albedo.rgb = texture2D(texture, texCoord).rgb; albedo.a *= 0.25 * rainStrength * length(albedo.rgb / 3.0) * float(albedo.a > 0.1); albedo.rgb = sqrt(albedo.rgb); albedo.rgb *= (ambientCol + lmCoord.x * lmCoord.x * blocklightCol) * WEATHER_OPACITY; #if MC_VERSION < 10800 albedo.a *= 4.0; albedo.rgb *= 0.525; #endif #if defined FOG && MC_VERSION < 11500 if (gl_FragCoord.z > 0.991) Defog(albedo.rgb, fogDensity); #endif #if ALPHA_BLEND == 0 albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0))); albedo.a *= 1.4; #endif } /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord, lmCoord; varying vec3 sunVec, upVec; //Uniforms// uniform float timeAngle; uniform mat4 gbufferModelView; //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; lmCoord = clamp(lmCoord * 2.0 - 1.0, 0.0, 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 = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz); upVec = normalize(gbufferModelView[1].xyz); gl_Position = ftransform(); } #endif