155 lines
3.7 KiB
GLSL
155 lines
3.7 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 vec2 texCoord;
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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 isEyeInWater;
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uniform int worldTime;
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uniform float rainStrength;
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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 sampler2D texture;
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uniform mat4 gbufferProjectionInverse;
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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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//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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//Includes//
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#include "/lib/color/lightColor.glsl"
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#include "/lib/util/spaceConversion.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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#if CLOUDS != 3
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discard;
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#endif
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vec4 albedo = texture2D(texture, texCoord);
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albedo.rgb = pow(albedo.rgb,vec3(2.2));
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float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
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float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
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float vanillaDiffuse = (0.25 * NoU + 0.75) + (-0.333 + abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
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vanillaDiffuse = mix(vanillaDiffuse, 0.75, rainStrength * 0.75);
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vanillaDiffuse*= vanillaDiffuse;
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albedo.rgb *= lightCol * vanillaDiffuse * CLOUD_BRIGHTNESS;
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albedo.rgb *= mix(0.4 - 0.25 * rainStrength, 0.5 - 0.425 * rainStrength, sunVisibility);
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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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#if FOG_VANILLA_CLOUD > 0
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#if FOG_VANILLA_CLOUD == 1
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float vanillaFogEnd = 4.0;
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#elif FOG_VANILLA_CLOUD == 2
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float vanillaFogEnd = 2.0;
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#else
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float vanillaFogEnd = 1.0;
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#endif
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float worldDistance = length(worldPos.xz) / 256.0;
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float vanillaFog = 1.0 - smoothstep(0.5, vanillaFogEnd, worldDistance);
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albedo.a *= color.a * vanillaFog;
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#endif
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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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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#ifdef ADVANCED_MATERIALS
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/* DRAWBUFFERS:0367 */
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gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
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#endif
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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 vec2 texCoord;
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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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#ifdef TAA
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uniform int frameCounter;
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uniform float viewWidth;
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uniform float viewHeight;
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#include "/lib/util/jitter.glsl"
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#endif
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uniform float timeAngle;
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uniform mat4 gbufferModelView;
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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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color = gl_Color;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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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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gl_Position = ftransform();
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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 |