289 lines
7.1 KiB
GLSL
289 lines
7.1 KiB
GLSL
/*
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BSL Shaders v8 Series by Capt Tatsu
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https://bitslablab.com
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*/
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//Settings//
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#include "/lib/settings.glsl"
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//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
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#ifdef FSH
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//Varyings//
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varying float mat;
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varying vec2 texCoord, lmCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec, eastVec;
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varying vec4 color;
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//Uniforms//
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform int worldTime;
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uniform float far;
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uniform float frameTimeCounter;
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uniform float blindFactor, darknessFactor, nightVision;
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uniform float rainStrength;
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uniform float screenBrightness;
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uniform float shadowFade;
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uniform float timeAngle, timeBrightness;
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uniform float viewWidth, viewHeight;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec3 cameraPosition;
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uniform mat4 dhProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowProjection;
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uniform mat4 shadowModelView;
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uniform sampler2D noisetex;
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//Common Variables//
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
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float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
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#ifdef WORLD_TIME_ANIMATION
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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#ifdef ADVANCED_MATERIALS
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vec2 dcdx = dFdx(texCoord);
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vec2 dcdy = dFdy(texCoord);
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#endif
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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mat4 gbufferProjectionInverse = dhProjectionInverse;
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//Common Functions//
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float GetBlueNoise3D(vec3 pos, vec3 normal) {
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pos = (floor(pos + 0.01) + 0.5) / 512.0;
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vec3 worldNormal = (gbufferModelViewInverse * vec4(normal, 0.0)).xyz;
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vec3 noise3D = vec3(
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texture2D(noisetex, pos.yz).b,
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texture2D(noisetex, pos.xz).b,
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texture2D(noisetex, pos.xy).b
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);
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float noiseX = noise3D.x * abs(worldNormal.x);
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float noiseY = noise3D.y * abs(worldNormal.y);
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float noiseZ = noise3D.z * abs(worldNormal.z);
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float noise = noiseX + noiseY + noiseZ;
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return noise - 0.5;
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}
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//Includes//
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#include "/lib/common.glsl"
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#include "/lib/color/blocklightColor.glsl"
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#include "/lib/color/dimensionColor.glsl"
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#include "/lib/color/specularColor.glsl"
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#include "/lib/util/dither.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/forwardLighting.glsl"
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#include "/lib/surface/ggx.glsl"
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#ifdef TAA
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#include "/lib/util/jitter.glsl"
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#endif
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//Program//
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void main() {
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vec4 albedo = color;
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vec3 newNormal = normal;
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if (albedo.a > 0.001) {
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vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
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float foliage = float(mat > 0.98 && mat < 1.02);
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float leaves = float(mat > 1.98 && mat < 2.02);
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float emissive = float(mat > 2.98 && mat < 3.02);
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float lava = float(mat > 3.98 && mat < 4.02);
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float candle = float(mat > 4.98 && mat < 5.02);
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float metalness = 0.0;
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float emission = emissive + lava;
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float subsurface = 0.0;
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float basicSubsurface = leaves * 0.5;
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vec3 baseReflectance = vec3(0.04);
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emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4;
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#ifdef TAA
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vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
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#else
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vec3 viewPos = ToNDC(screenPos);
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#endif
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vec3 worldPos = ToWorld(viewPos);
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float dither = Bayer8(gl_FragCoord.xy);
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float viewLength = length(viewPos);
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float minDist = (dither - 1.0) * 16.0 + far;
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if (viewLength < minDist) {
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discard;
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}
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vec3 noisePos = (worldPos + cameraPosition) * 4.0;
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float albedoLuma = GetLuminance(albedo.rgb);
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float noiseAmount = (1.0 - albedoLuma * albedoLuma) * 0.05;
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float albedoNoise = GetBlueNoise3D(noisePos, normal);
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albedo.rgb = clamp(albedo.rgb + albedoNoise * noiseAmount, vec3(0.0), vec3(1.0));
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// albedo.rgb = vec3(albedoNoise + 0.5);
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#ifdef TOON_LIGHTMAP
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lightmap = floor(lmCoord * 14.999) / 14.0;
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lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
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#endif
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albedo.rgb = pow(albedo.rgb, vec3(2.2));
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#ifdef WHITE_WORLD
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albedo.rgb = vec3(0.35);
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#endif
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vec3 outNormal = newNormal;
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float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
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float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
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float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
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float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
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vanillaDiffuse*= vanillaDiffuse;
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#ifndef NORMAL_PLANTS
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if (foliage > 0.5) vanillaDiffuse *= 1.8;
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#endif
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if (leaves > 0.5) {
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float halfNoL = dot(newNormal, lightVec) * 0.5 + 0.5;
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basicSubsurface *= halfNoL * step(length(albedo.rgb), 1.7);
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}
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vec3 shadow = vec3(0.0);
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GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
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vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface);
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#if ALPHA_BLEND == 0
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albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
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#endif
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} else albedo.a = 0.0;
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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}
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#endif
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//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
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#ifdef VSH
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//Varyings//
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varying float mat;
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varying vec2 texCoord, lmCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec, eastVec;
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varying vec4 color;
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//Uniforms//
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uniform int worldTime;
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uniform float frameTimeCounter;
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uniform float timeAngle;
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uniform vec3 cameraPosition;
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uniform mat4 dhProjection;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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#ifdef TAA
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uniform int frameCounter;
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uniform float viewWidth, viewHeight;
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#endif
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//Attributes//
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attribute vec4 mc_Entity;
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attribute vec4 mc_midTexCoord;
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//Common Variables//
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#ifdef WORLD_TIME_ANIMATION
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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//Includes//
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#include "/lib/vertex/waving.glsl"
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#ifdef TAA
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#include "/lib/util/jitter.glsl"
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#endif
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#ifdef WORLD_CURVATURE
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#include "/lib/vertex/worldCurvature.glsl"
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#endif
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//Program//
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void main() {
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
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int blockID = dhMaterialId;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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color = gl_Color;
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mat = 0.0;
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if (blockID == DH_BLOCK_LEAVES){
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mat = 2.0;
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color.rgb *= 1.3;
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}
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if (blockID == DH_BLOCK_ILLUMINATED)
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mat = 3.0;
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if (blockID == DH_BLOCK_LAVA) {
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mat = 4.0;
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lmCoord.x += 0.0667;
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}
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngle - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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eastVec = normalize(gbufferModelView[0].xyz);
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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#ifdef WORLD_CURVATURE
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position.y -= WorldCurvature(position.xz);
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#endif
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gl_Position = dhProjection * gbufferModelView * position;
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#ifdef TAA
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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}
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#endif |