126 lines
3.1 KiB
GLSL
126 lines
3.1 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 vec2 texCoord, lmCoord;
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varying vec3 upVec, sunVec;
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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 nightVision;
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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 mat4 gbufferProjectionInverse;
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uniform sampler2D texture;
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uniform sampler2D depthtex0;
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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, 0.0, 0.1) * 10.0;
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//Common Functions//
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void Defog(inout vec3 albedo, float fogDensity) {
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float z = texture2D(depthtex0,gl_FragCoord.xy/vec2(viewWidth,viewHeight)).r;
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if (z == 1.0) return;
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vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), z, 1.0);
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vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
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viewPos /= viewPos.w;
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float fog = length(viewPos) * fogDensity / 256.0;
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float clearDay = sunVisibility * (1.0 - rainStrength);
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fog *= (0.5 * rainStrength + 1.0) / (3.0 * clearDay + 1.0);
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fog = 1.0 - exp(-2.0 * pow(fog, 0.25 * clearDay + 1.25) * eBS);
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albedo.rgb /= 1.0 - fog;
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}
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//Includes//
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#include "/lib/color/lightColor.glsl"
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#include "/lib/color/blocklightColor.glsl"
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#include "/lib/atmospherics/weatherDensity.glsl"
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//Program//
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void main() {
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#if defined NETHER || defined END
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discard;
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#endif
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vec4 albedo = vec4(0.0);
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albedo.a = texture2D(texture, texCoord).a;
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if (albedo.a > 0.001) {
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albedo.rgb = texture2D(texture, texCoord).rgb;
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albedo.a *= 0.25 * rainStrength * length(albedo.rgb / 3.0) * float(albedo.a > 0.1);
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albedo.rgb = sqrt(albedo.rgb);
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albedo.rgb *= (ambientCol + lmCoord.x * lmCoord.x * blocklightCol) * WEATHER_OPACITY;
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#if MC_VERSION < 10800
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albedo.a *= 4.0;
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albedo.rgb *= 0.525;
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#endif
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#if defined FOG && MC_VERSION < 11500
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if (gl_FragCoord.z > 0.991) Defog(albedo.rgb, fogDensity);
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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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albedo.a *= 1.4;
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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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}
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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 sunVec, upVec;
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//Uniforms//
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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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lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lmCoord = clamp(lmCoord * 2.0 - 1.0, 0.0, 1.0);
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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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gl_Position = ftransform();
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}
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#endif |