534 lines
15 KiB
GLSL
534 lines
15 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 float dist;
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varying vec2 texCoord, lmCoord;
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varying vec3 normal, binormal, tangent;
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varying vec3 sunVec, upVec, eastVec;
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varying vec3 viewVector;
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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 blindFactor, darknessFactor, nightVision;
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uniform float dhFarPlane;
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uniform float far, near;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform float screenBrightness;
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uniform float shadowFade, voidFade;
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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, previousCameraPosition;
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uniform mat4 dhProjection, dhPreviousProjection, dhProjectionInverse;
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uniform mat4 gbufferModelView, gbufferPreviousModelView, 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 gaux2;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex2;
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uniform sampler2D noisetex;
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#if CLOUDS == 2
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uniform sampler2D gaux1;
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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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#endif
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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mat4 gbufferProjection = dhProjection;
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mat4 gbufferPreviousProjection = dhPreviousProjection;
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mat4 gbufferProjectionInverse = dhProjectionInverse;
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//Common Functions//
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float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
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float noise = 0.0;
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vec2 wind = vec2(frametime) * 0.5 * WATER_SPEED;
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worldPos.xz += worldPos.y * 0.2;
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#if WATER_NORMALS == 1
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offset /= 256.0;
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float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).g;
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float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 48.0 + offset).g;
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#elif WATER_NORMALS == 2
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offset /= 256.0;
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float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).r;
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float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 96.0 + offset).r;
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noiseA *= noiseA; noiseB *= noiseB;
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#endif
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#if WATER_NORMALS > 0
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noise = mix(noiseA, noiseB, WATER_DETAIL);
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#endif
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return noise * WATER_BUMP;
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}
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vec3 GetParallaxWaves(vec3 worldPos, vec3 viewVector) {
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vec3 parallaxPos = worldPos;
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for(int i = 0; i < 4; i++) {
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float height = -1.25 * GetWaterHeightMap(parallaxPos, vec2(0.0)) + 0.25;
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parallaxPos.xz += height * viewVector.xy / dist;
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}
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return parallaxPos;
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}
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vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
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vec3 waterPos = worldPos + cameraPosition;
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#if WATER_PIXEL > 0
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waterPos = floor(waterPos * WATER_PIXEL) / WATER_PIXEL;
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#endif
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#ifdef WATER_PARALLAX
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waterPos = GetParallaxWaves(waterPos, viewVector);
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#endif
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float normalOffset = WATER_SHARPNESS;
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float fresnel = pow(clamp(1.0 + dot(normalize(normal), normalize(viewPos)), 0.0, 1.0), 8.0);
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float normalStrength = 0.35 * (1.0 - fresnel);
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float h1 = GetWaterHeightMap(waterPos, vec2( normalOffset, 0.0));
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float h2 = GetWaterHeightMap(waterPos, vec2(-normalOffset, 0.0));
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float h3 = GetWaterHeightMap(waterPos, vec2(0.0, normalOffset));
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float h4 = GetWaterHeightMap(waterPos, vec2(0.0, -normalOffset));
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float xDelta = (h2 - h1) / normalOffset;
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float yDelta = (h4 - h3) / normalOffset;
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vec3 normalMap = vec3(xDelta, yDelta, 1.0 - (xDelta * xDelta + yDelta * yDelta));
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return normalMap * normalStrength + vec3(0.0, 0.0, 1.0 - normalStrength);
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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/skyColor.glsl"
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#include "/lib/color/specularColor.glsl"
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#include "/lib/color/waterColor.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/atmospherics/weatherDensity.glsl"
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#include "/lib/atmospherics/sky.glsl"
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#include "/lib/atmospherics/clouds.glsl"
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#include "/lib/atmospherics/fog.glsl"
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#include "/lib/atmospherics/waterFog.glsl"
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#include "/lib/lighting/forwardLighting.glsl"
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#include "/lib/reflections/raytrace.glsl"
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#include "/lib/reflections/simpleReflections.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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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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float opaqueDepth = texture2D(depthtex1, screenPos.xy).r;
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if (opaqueDepth < 1.0) discard;
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vec4 albedo = color;
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vec3 newNormal = normal;
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float smoothness = 0.0;
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vec3 lightAlbedo = vec3(0.0);
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vec3 vlAlbedo = vec3(1.0);
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vec3 refraction = vec3(0.0);
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float cloudBlendOpacity = 1.0;
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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 water = float(mat > 0.98 && mat < 1.02);
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float glass = float(mat > 1.98 && mat < 2.02);
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float translucent = float(mat > 2.98 && mat < 3.02);
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float portal = float(mat > 3.98 && mat < 4.02);
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float metalness = 0.0;
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float emission = portal;
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float subsurface = 0.0;
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float basicSubsurface = water;
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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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#ifndef REFLECTION_TRANSLUCENT
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glass = 0.0;
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translucent = 0.0;
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#endif
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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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#if CLOUDS == 2
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float cloudMaxDistance = 2.0 * far;
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#ifdef DISTANT_HORIZONS
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cloudMaxDistance = max(cloudMaxDistance, dhFarPlane);
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#endif
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float cloudViewLength = texture2D(gaux1, screenPos.xy).r * cloudMaxDistance;
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cloudBlendOpacity = step(viewLength, cloudViewLength);
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if (cloudBlendOpacity == 0) {
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discard;
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}
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// albedo.rgb *= fract(viewLength);
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#endif
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vec3 normalMap = vec3(0.0, 0.0, 1.0);
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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 WATER_NORMALS == 1 || WATER_NORMALS == 2
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if (water > 0.5) {
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normalMap = GetWaterNormal(worldPos, viewPos, viewVector);
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newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
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}
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#endif
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#if REFRACTION == 1
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refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95) * water);
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#elif REFRACTION == 2
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refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95));
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#endif
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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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vlAlbedo = albedo.rgb;
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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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if (water > 0.5) {
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#if WATER_MODE == 0
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albedo.rgb = waterColor.rgb * waterColor.a;
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#elif WATER_MODE == 1
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// do nothing
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#elif WATER_MODE == 2
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float waterLuma = length(albedo.rgb / pow(color.rgb, vec3(2.2))) * 2.0;
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albedo.rgb = waterLuma * waterColor.rgb * waterColor.a;
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#elif WATER_MODE == 3
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albedo.rgb = color.rgb * color.rgb * 0.35;
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#endif
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#if WATER_ALPHA_MODE == 0
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albedo.a = waterAlpha;
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#endif
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vlAlbedo = sqrt(albedo.rgb);
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baseReflectance = vec3(0.02);
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}
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vlAlbedo = mix(vec3(1.0), vlAlbedo, sqrt(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
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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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vec3 shadow = vec3(0.0);
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GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, color.a, NoL,
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vanillaDiffuse, 1.0, emission, subsurface, basicSubsurface);
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float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos)), 0.0, 1.0), 5.0);
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if (water > 0.5 || ((translucent + glass) > 0.5 && albedo.a < 0.95)) {
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#if REFLECTION > 0
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vec4 reflection = vec4(0.0);
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vec3 skyReflection = vec3(0.0);
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float reflectionMask = 0.0;
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fresnel = fresnel * 0.98 + 0.02;
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fresnel*= max(1.0 - isEyeInWater * 0.5 * water, 0.5);
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// fresnel = 1.0;
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#if REFLECTION == 2
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reflection = DHReflection(viewPos, newNormal, dither, reflectionMask);
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reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0));
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#endif
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if (reflection.a < 1.0) {
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#ifdef OVERWORLD
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vec3 skyRefPos = reflect(normalize(viewPos), newNormal);
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skyReflection = GetSkyColor(skyRefPos, true);
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#ifdef AURORA
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skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12);
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#endif
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#if CLOUDS == 1
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vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, true);
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skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
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#endif
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#if CLOUDS == 2
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vec3 cameraPos = GetReflectedCameraPos(worldPos, newNormal);
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float cloudViewLength = 0.0;
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vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true);
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skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
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#endif
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#ifdef CLASSIC_EXPOSURE
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skyReflection *= 4.0 - 3.0 * eBS;
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#endif
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float waterSkyOcclusion = lightmap.y;
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#if REFLECTION_SKY_FALLOFF > 1
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waterSkyOcclusion = clamp(1.0 - (1.0 - waterSkyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
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#endif
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waterSkyOcclusion *= waterSkyOcclusion;
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skyReflection *= waterSkyOcclusion;
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#endif
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#ifdef NETHER
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skyReflection = netherCol.rgb * 0.04;
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#endif
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#ifdef END
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skyReflection = endCol.rgb * 0.01;
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#endif
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skyReflection *= clamp(1.0 - isEyeInWater, 0.0, 1.0);
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}
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reflection.rgb = max(mix(skyReflection, reflection.rgb, reflection.a), vec3(0.0));
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#if defined OVERWORLD || defined END
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vec3 specularColor = GetSpecularColor(lightmap.y, 0.0, vec3(1.0));
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vec3 specular = GetSpecularHighlight(newNormal, viewPos, 0.9, vec3(0.02),
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specularColor, shadow, color.a);
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#if ALPHA_BLEND == 0
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float specularAlpha = pow(mix(albedo.a, 1.0, fresnel), 2.2) * fresnel;
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#else
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float specularAlpha = mix(albedo.a , 1.0, fresnel) * fresnel;
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#endif
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reflection.rgb += specular * (1.0 - reflectionMask) / specularAlpha;
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#endif
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albedo.rgb = mix(albedo.rgb, reflection.rgb, fresnel);
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albedo.a = mix(albedo.a, 1.0, fresnel);
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#endif
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}
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#if WATER_FOG == 1
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if((isEyeInWater == 0 && water > 0.5) || (isEyeInWater == 1 && water < 0.5)) {
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float opaqueDepth = texture2D(depthtex1, screenPos.xy).r;
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vec3 opaqueScreenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), opaqueDepth);
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#ifdef TAA
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vec3 opaqueViewPos = ToNDC(vec3(TAAJitter(opaqueScreenPos.xy, -0.5), opaqueScreenPos.z));
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#else
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vec3 opaqueViewPos = ToNDC(opaqueScreenPos);
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#endif
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vec4 waterFog = GetWaterFog(opaqueViewPos - viewPos.xyz);
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albedo = mix(waterFog, vec4(albedo.rgb, 1.0), albedo.a);
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}
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#endif
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Fog(albedo.rgb, viewPos);
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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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albedo.a *= cloudBlendOpacity;
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/* DRAWBUFFERS:01 */
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gl_FragData[0] = albedo;
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gl_FragData[1] = vec4(vlAlbedo, 1.0);
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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 float dist;
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varying vec2 texCoord, lmCoord;
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varying vec3 normal, binormal, tangent;
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varying vec3 sunVec, upVec, eastVec;
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varying vec3 viewVector;
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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 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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attribute vec4 at_tangent;
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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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//Common Functions//
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float WavingWater(vec3 worldPos) {
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worldPos += cameraPosition;
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float fractY = fract(worldPos.y + 0.005);
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float wave = sin(6.2831854 * (frametime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07)) +
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sin(6.2831854 * (frametime * 0.5 + worldPos.x * 0.10 + worldPos.z * 0.20));
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if (fractY > 0.01) return wave * 0.0125;
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return 0.0;
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}
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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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int blockID = dhMaterialId;
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|
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|
normal = normalize(gl_NormalMatrix * gl_Normal);
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|
binormal = normalize(gbufferModelView[2].xyz);
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|
tangent = normalize(gbufferModelView[0].xyz);
|
|
|
|
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
|
tangent.y, binormal.y, normal.y,
|
|
tangent.z, binormal.z, normal.z);
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|
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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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|
|
|
color = gl_Color;
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|
|
|
mat = 0.0;
|
|
|
|
if (blockID == DH_BLOCK_WATER) mat = 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);
|
|
eastVec = tangent;
|
|
|
|
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
|
|
|
|
#ifdef WAVING_WATER
|
|
float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0;
|
|
if (blockID == 300 || blockID == 302 || blockID == 304) position.y += WavingWater(position.xyz);
|
|
#endif
|
|
|
|
#ifdef WORLD_CURVATURE
|
|
position.y -= WorldCurvature(position.xz);
|
|
#endif
|
|
|
|
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
|
|
if (mat == 0.0) gl_Position.z -= 0.00001;
|
|
|
|
#ifdef TAA
|
|
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
|
#endif
|
|
}
|
|
|
|
#endif |