484 lines
12 KiB
GLSL
484 lines
12 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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#define GBUFFERS_ENTITIES
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//Varyings//
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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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#ifdef ADVANCED_MATERIALS
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varying float dist;
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varying vec3 binormal, tangent;
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varying vec3 viewVector;
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varying vec4 vTexCoord, vTexCoordAM;
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#ifdef GENERATED_NORMALS
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flat varying vec2 absMidCoordPos;
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varying vec2 signMidCoordPos;
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vec2 mipx;
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vec2 mipy;
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float mipDelta;
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float miplevel;
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#endif
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#endif
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//Uniforms//
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uniform int entityId;
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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 frameTimeCounter;
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uniform float 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 vec4 entityColor;
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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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uniform sampler2D texture;
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uniform sampler2D noisetex;
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#ifdef ADVANCED_MATERIALS
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uniform ivec2 atlasSize;
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vec2 atlasSizeM = atlasSize;
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uniform sampler2D specular;
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uniform sampler2D normals;
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#endif
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#ifdef DYNAMIC_HANDLIGHT
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uniform int heldBlockLightValue;
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uniform int heldBlockLightValue2;
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#endif
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#ifdef MULTICOLORED_BLOCKLIGHT
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 previousCameraPosition;
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uniform sampler2D colortex9;
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#endif
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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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#ifdef GENERATED_NORMALS
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
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#endif
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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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//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/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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#ifdef ADVANCED_MATERIALS
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#include "/lib/util/encode.glsl"
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#include "/lib/reflections/complexFresnel.glsl"
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#include "/lib/surface/materialGbuffers.glsl"
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#include "/lib/surface/parallax.glsl"
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#endif
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#ifdef MULTICOLORED_BLOCKLIGHT
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#include "/lib/lighting/coloredBlocklight.glsl"
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#endif
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#ifdef NORMAL_SKIP
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#undef PARALLAX
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#undef SELF_SHADOW
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#endif
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#if MC_VERSION <= 10710
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#undef PARALLAX
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#undef SELF_SHADOW
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#endif
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//Program//
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void main() {
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vec4 albedo = texture2D(texture, texCoord) * color;
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vec3 newNormal = normal;
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float smoothness = 0.0;
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#ifdef ADVANCED_MATERIALS
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vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
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float surfaceDepth = 1.0;
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float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0);
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float skipAdvMat = float(entityId == 10100);
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#ifdef PARALLAX
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if (skipAdvMat < 0.5) {
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newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth);
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albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * color;
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}
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#endif
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float skyOcclusion = 0.0;
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vec3 fresnel3 = vec3(0.0);
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#endif
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#ifdef ENTITY_FLASH
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albedo.rgb = mix(albedo.rgb, entityColor.rgb, entityColor.a);
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#endif
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float lightningBolt = float(entityId == 10101);
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if(lightningBolt > 0.5) {
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#ifdef OVERWORLD
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albedo.rgb = weatherCol.rgb / weatherCol.a;
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albedo.rgb *= albedo.rgb * albedo.rgb;
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#endif
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#ifdef NETHER
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albedo.rgb = sqrt(netherCol.rgb / netherCol.a);
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#endif
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#ifdef END
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albedo.rgb = endCol.rgb / endCol.a;
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#endif
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albedo.a = 1.0;
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}
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if (albedo.a > 0.001 && lightningBolt < 0.5) {
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vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
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float metalness = 0.0;
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float emission = float(entityColor.a > 0.05) * 0.125;
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float subsurface = 0.0;
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vec3 baseReflectance = vec3(0.04);
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emission *= dot(albedo.rgb, albedo.rgb) * 0.333;
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#ifndef ENTITY_FLASH
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emission = 0.0;
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#endif
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#if defined TAA && !defined TAA_SELECTIVE
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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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#ifdef ADVANCED_MATERIALS
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float f0 = 0.0, porosity = 0.5, ao = 1.0;
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vec3 normalMap = vec3(0.0, 0.0, 1.0);
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GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
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newCoord, dcdx, dcdy);
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#ifdef NORMAL_SKIP
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normalMap = vec3(0.0, 0.0, 1.0);
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#endif
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector && skipAdvMat < 0.5)
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newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
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#endif
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#ifdef DYNAMIC_HANDLIGHT
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float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
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float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
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lightmap.x = max(lightmap.x, handlight);
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#endif
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#ifdef TOON_LIGHTMAP
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lightmap = floor(lightmap * 14.999 * (0.75 + 0.25 * color.a)) / 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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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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float parallaxShadow = 1.0;
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#ifdef ADVANCED_MATERIALS
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vec3 rawAlbedo = albedo.rgb * 0.999 + 0.001;
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albedo.rgb *= ao;
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#ifdef REFLECTION_SPECULAR
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albedo.rgb *= 1.0 - metalness * smoothness;
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#endif
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float doParallax = 0.0;
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#ifdef SELF_SHADOW
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#ifdef OVERWORLD
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doParallax = float(lightmap.y > 0.0 && NoL > 0.0);
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#endif
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#ifdef END
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doParallax = float(NoL > 0.0);
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#endif
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if (doParallax > 0.5) {
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parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec,
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tbnMatrix);
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}
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#endif
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#endif
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#ifdef MULTICOLORED_BLOCKLIGHT
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
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#endif
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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, parallaxShadow, emission, subsurface, 0.0);
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#ifdef ADVANCED_MATERIALS
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skyOcclusion = lightmap.y;
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baseReflectance = mix(vec3(f0), rawAlbedo, metalness);
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float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos.xyz)), 0.0, 1.0), 5.0);
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fresnel3 = mix(baseReflectance, vec3(1.0), fresnel);
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#if MATERIAL_FORMAT == 1
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if (f0 >= 0.9 && f0 < 1.0) {
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baseReflectance = GetMetalCol(f0);
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fresnel3 = ComplexFresnel(pow(fresnel, 0.2), f0);
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#ifdef ALBEDO_METAL
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fresnel3 *= rawAlbedo;
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#endif
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}
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#endif
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float aoSquared = ao * ao;
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shadow *= aoSquared; fresnel3 *= aoSquared;
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albedo.rgb = albedo.rgb * (1.0 - fresnel3 * smoothness * smoothness * (1.0 - metalness));
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#endif
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#if (defined OVERWORLD || defined END) && (defined ADVANCED_MATERIALS || defined SPECULAR_HIGHLIGHT_ROUGH)
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vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance);
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albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance,
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specularColor, shadow * vanillaDiffuse, 1.0);
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#endif
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#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR && defined REFLECTION_ROUGH
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normalMap = mix(vec3(0.0, 0.0, 1.0), normalMap, smoothness);
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newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
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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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}
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#ifdef MULTICOLORED_BLOCKLIGHT
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/* DRAWBUFFERS:08 */
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gl_FragData[1] = vec4(0.0,0.0,0.0,1.0);
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#if defined TAA_SELECTIVE && !(defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR)
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/* DRAWBUFFERS:083 */
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gl_FragData[2] = vec4(0.0, 0.0, 0.25, 1.0);
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#endif
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#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
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/* DRAWBUFFERS:08367 */
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gl_FragData[2] = vec4(smoothness, skyOcclusion, 0.25, 1.0);
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gl_FragData[3] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0);
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gl_FragData[4] = vec4(fresnel3, 1.0);
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#endif
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#else
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#if defined TAA_SELECTIVE && !(defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR)
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/* DRAWBUFFERS:03 */
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gl_FragData[1] = vec4(0.0, 0.0, 0.25, 1.0);
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#endif
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#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
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/* DRAWBUFFERS:0367 */
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gl_FragData[1] = vec4(smoothness, skyOcclusion, 0.25, 1.0);
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gl_FragData[2] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0);
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gl_FragData[3] = vec4(fresnel3, 1.0);
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#endif
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#endif
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}
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#undef GBUFFERS_ENTITIES
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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, 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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#ifdef ADVANCED_MATERIALS
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varying float dist;
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varying vec3 binormal, tangent;
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varying vec3 viewVector;
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varying vec4 vTexCoord, vTexCoordAM;
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#endif
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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 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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#ifdef ADVANCED_MATERIALS
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attribute vec4 mc_midTexCoord;
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attribute vec4 at_tangent;
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#endif
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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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#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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normal = normalize(gl_NormalMatrix * gl_Normal);
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#ifdef ADVANCED_MATERIALS
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tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
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binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
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dist = length(gl_ModelViewMatrix * gl_Vertex);
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vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texMinMidCoord = texCoord - midCoord;
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vTexCoordAM.pq = abs(texMinMidCoord) * 2;
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vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
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vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
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#endif
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color = gl_Color;
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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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#ifdef WORLD_CURVATURE
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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position.y -= WorldCurvature(position.xz);
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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#endif
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#if defined TAA && !defined TAA_SELECTIVE
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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 |