173 lines
3.9 KiB
GLSL
173 lines
3.9 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 upVec, sunVec;
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varying vec4 color;
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//Uniforms//
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uniform int renderStage;
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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 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 mat4 gbufferProjectionInverse;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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#ifndef MC_RENDER_STAGE_SUN
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#define MC_RENDER_STAGE_SUN 1
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#endif
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#ifndef MC_RENDER_STAGE_MOON
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#define MC_RENDER_STAGE_MOON 1
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#endif
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#ifndef MC_RENDER_STAGE_CUSTOM_SKY
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#define MC_RENDER_STAGE_CUSTOM_SKY 1
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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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//Common Functions//
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//Includes//
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#include "/lib/common.glsl"
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#include "/lib/color/dimensionColor.glsl"
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#include "/lib/util/dither.glsl"
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//Program//
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void main() {
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vec4 albedo = texture2D(texture, texCoord);
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#ifdef OVERWORLD
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albedo *= color;
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * albedo.a;
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#if MC_VERSION >= 11605
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vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.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 VoU = dot(normalize(viewPos.xyz), upVec);
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float sunFade = smoothstep(0.0, 1.0, 1.0 - pow(1.0 - max(VoU * 0.975 + 0.025, 0.0), 8.0));
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sunFade *= sunFade;
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if (renderStage == MC_RENDER_STAGE_CUSTOM_SKY) {
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albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY;
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albedo.a *= SKYBOX_OPACITY;
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}
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if (renderStage == MC_RENDER_STAGE_SUN) {
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albedo.rgb *= SUN_INTENSITY * SUN_INTENSITY * sunFade;
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}
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if (renderStage == MC_RENDER_STAGE_MOON) {
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albedo.rgb *= MOON_INTENSITY * MOON_INTENSITY * sunFade;
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}
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#else
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albedo.rgb *= SKYBOX_INTENSITY * SKYBOX_INTENSITY;
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albedo.a *= SKYBOX_OPACITY;
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#endif
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#ifdef ROUND_SUN_MOON
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if (renderStage == MC_RENDER_STAGE_SUN || renderStage == MC_RENDER_STAGE_MOON) {
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albedo *= 0.0;
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}
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#endif
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#ifdef SKY_DESATURATION
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vec3 desat = GetLuminance(albedo.rgb) * pow(lightNight, vec3(1.6)) * 4.0;
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albedo.rgb = mix(desat, albedo.rgb, sunVisibility);
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#endif
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#ifdef UNDERGROUND_SKY
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albedo.rgb *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS);
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#endif
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#endif
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#ifdef END
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albedo.rgb = pow(albedo.rgb, vec3(2.2));
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#ifdef SKY_DESATURATION
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albedo.rgb = GetLuminance(albedo.rgb) * endCol.rgb;
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#endif
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albedo.rgb *= SKYBOX_INTENSITY * 0.02 * 16.0 / 16.0;
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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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/* 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;
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varying vec3 sunVec, upVec;
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varying vec4 color;
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//Uniforms//
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uniform float timeAngle;
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uniform mat4 gbufferModelView;
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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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//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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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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#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 |