Solara-Shaders/shaders/program/gbuffers_textured.glsl

314 lines
8.0 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, lmCoord;
varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int worldTime;
uniform float blindFactor, darknessFactor, nightVision;
uniform float far, near;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform float screenBrightness;
uniform float shadowFade, voidFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
uniform sampler2D noisetex;
#ifdef SOFT_PARTICLES
uniform sampler2D depthtex0;
#endif
#ifdef DYNAMIC_HANDLIGHT
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferPreviousProjection;
uniform vec3 previousCameraPosition;
uniform sampler2D colortex9;
#endif
#ifdef DISTANT_HORIZONS
uniform float dhFarPlane;
#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);
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
//Common Functions//
#ifdef SOFT_PARTICLES
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
#endif
//Includes//
#include "/lib/common.glsl"
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/skyColor.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/atmospherics/weatherDensity.glsl"
#include "/lib/atmospherics/sky.glsl"
#include "/lib/atmospherics/fog.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord) * color;
if (albedo.a > 0.001) {
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
#if defined TAA && !defined TAA_SELECTIVE
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ToNDC(screenPos);
#endif
vec3 worldPos = ToWorld(viewPos);
#ifdef DYNAMIC_HANDLIGHT
float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
lightmap.x = max(lightmap.x, handlight);
#endif
#ifdef TOON_LIGHTMAP
lightmap = floor(lightmap * 14.999 * (0.75 + 0.25 * color.a)) / 14.0;
lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
#endif
albedo.rgb = pow(albedo.rgb, vec3(2.2));
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.35);
#endif
float NoL = 1.0;
//NoL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
vanillaDiffuse*= vanillaDiffuse;
#ifdef MULTICOLORED_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
#endif
vec3 shadow = vec3(0.0);
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
1.0, 1.0, 0.0, 0.0, 0.0);
#if defined FOG && MC_VERSION >= 11500
Fog(albedo.rgb, viewPos);
#endif
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
}
#ifdef SOFT_PARTICLES
float linearZ = GetLinearDepth(gl_FragCoord.z) * (far - near);
float backZ = texture2D(depthtex0, gl_FragCoord.xy / vec2(viewWidth, viewHeight)).r;
float linearBackZ = GetLinearDepth(backZ) * (far - near);
float difference = clamp(linearBackZ - linearZ, 0.0, 1.0);
difference = difference * difference * (3.0 - 2.0 * difference);
float opaqueThreshold = fract(Bayer8(gl_FragCoord.xy) + frameTimeCounter * 8.0);
if (albedo.a > 0.999) albedo.a *= float(difference > opaqueThreshold);
else albedo.a *= difference;
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
#ifdef MULTICOLORED_BLOCKLIGHT
/* DRAWBUFFERS:08 */
gl_FragData[1] = vec4(0.0,0.0,0.0,1.0);
#if defined TAA_SELECTIVE && !defined ADVANCED_MATERIALS
/* DRAWBUFFERS:083 */
gl_FragData[2] = vec4(0.0, 0.0, 0.25, 1.0);
#endif
#ifdef ADVANCED_MATERIALS
/* DRAWBUFFERS:08367 */
gl_FragData[2] = vec4(0.0, 0.0, 0.25, 1.0);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[4] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
#else
#if defined TAA_SELECTIVE && !defined ADVANCED_MATERIALS
/* DRAWBUFFERS:03 */
gl_FragData[1] = vec4(0.0, 0.0, 0.25, 1.0);
#endif
#ifdef ADVANCED_MATERIALS
/* DRAWBUFFERS:0367 */
gl_FragData[1] = vec4(0.0, 0.0, 0.25, 1.0);
gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
#endif
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying vec2 texCoord, lmCoord;
varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;
//Uniforms//
uniform int worldTime;
uniform float frameTimeCounter;
uniform float timeAngle;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
#ifdef TAA
uniform int frameCounter;
uniform float viewWidth, viewHeight;
#endif
#ifdef SOFT_PARTICLES
uniform float far, near;
#endif
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
//Common Variables//
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
//Common Functions//
#ifdef SOFT_PARTICLES
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
float GetLogarithmicDepth(float depth) {
return -(2.0 * near / depth - (far + near)) / (far - near);
}
#endif
//Includes//
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
normal = normalize(gl_NormalMatrix * gl_Normal);
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);
eastVec = normalize(gbufferModelView[0].xyz);
#ifdef WORLD_CURVATURE
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
position.y -= WorldCurvature(position.xz);
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#else
gl_Position = ftransform();
#endif
#ifdef SOFT_PARTICLES
gl_Position.z = GetLinearDepth(gl_Position.z / gl_Position.w) * (far - near);
gl_Position.z -= 0.25;
gl_Position.z = GetLogarithmicDepth(gl_Position.z / (far - near)) * gl_Position.w;
#endif
#if defined TAA && !defined TAA_SELECTIVE
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
#endif
}
#endif