Solara-Shaders/shaders/program/gbuffers_skytextured.glsl

173 lines
3.9 KiB
GLSL

/*
BSL Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/
//Settings//
#include "/lib/settings.glsl"
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH
//Varyings//
varying vec2 texCoord;
varying vec3 upVec, sunVec;
varying vec4 color;
//Uniforms//
uniform int renderStage;
uniform float frameTimeCounter;
uniform float nightVision;
uniform float rainStrength;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjectionInverse;
uniform sampler2D texture;
uniform sampler2D gaux1;
#ifndef MC_RENDER_STAGE_SUN
#define MC_RENDER_STAGE_SUN 1
#endif
#ifndef MC_RENDER_STAGE_MOON
#define MC_RENDER_STAGE_MOON 1
#endif
#ifndef MC_RENDER_STAGE_CUSTOM_SKY
#define MC_RENDER_STAGE_CUSTOM_SKY 1
#endif
//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
//Common Functions//
//Includes//
#include "/lib/common.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/util/dither.glsl"
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord);
#ifdef OVERWORLD
albedo *= color;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * albedo.a;
#if MC_VERSION >= 11605
vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
float VoU = dot(normalize(viewPos.xyz), upVec);
float sunFade = smoothstep(0.0, 1.0, 1.0 - pow(1.0 - max(VoU * 0.975 + 0.025, 0.0), 8.0));
sunFade *= sunFade;
if (renderStage == MC_RENDER_STAGE_CUSTOM_SKY) {
albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY;
albedo.a *= SKYBOX_OPACITY;
}
if (renderStage == MC_RENDER_STAGE_SUN) {
albedo.rgb *= SUN_INTENSITY * SUN_INTENSITY * sunFade;
}
if (renderStage == MC_RENDER_STAGE_MOON) {
albedo.rgb *= MOON_INTENSITY * MOON_INTENSITY * sunFade;
}
#else
albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY;
albedo.a *= SKYBOX_OPACITY;
#endif
#ifdef ROUND_SUN_MOON
if (renderStage == MC_RENDER_STAGE_SUN || renderStage == MC_RENDER_STAGE_MOON) {
albedo *= 0.0;
}
#endif
#ifdef SKY_DESATURATION
vec3 desat = GetLuminance(albedo.rgb) * pow(lightNight, vec3(1.6)) * 4.0;
albedo.rgb = mix(desat, albedo.rgb, sunVisibility);
#endif
#ifdef UNDERGROUND_SKY
albedo.rgb *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS);
#endif
#endif
#ifdef END
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef SKY_DESATURATION
albedo.rgb = GetLuminance(albedo.rgb) * endCol.rgb;
#endif
albedo.rgb *= SKYBOX_INTENSITY * 0.02 * 16.0 / 16.0;
#endif
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord;
varying vec3 sunVec, upVec;
varying vec4 color;
//Uniforms//
uniform float timeAngle;
uniform mat4 gbufferModelView;
#ifdef TAA
uniform int frameCounter;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
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);
gl_Position = ftransform();
#ifdef TAA
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif