Solara-Shaders/shaders/program/gbuffers_water.glsl

801 lines
22 KiB
GLSL

/*
BSL Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/
//Settings//
#include "/lib/settings.glsl"
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH
#define GBUFFERS_WATER
//Varyings//
varying float mat;
varying float dist;
varying vec2 texCoord, lmCoord;
varying vec3 normal, binormal, tangent;
varying vec3 sunVec, upVec, eastVec;
varying vec3 viewVector;
varying vec4 color;
#ifdef ADVANCED_MATERIALS
varying vec4 vTexCoord, vTexCoordAM;
#ifdef GENERATED_NORMALS
flat varying vec2 absMidCoordPos;
varying vec2 signMidCoordPos;
vec2 mipx;
vec2 mipy;
float mipDelta;
float miplevel;
#endif
#endif
//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, previousCameraPosition;
uniform mat4 gbufferProjection, gbufferPreviousProjection, gbufferProjectionInverse;
uniform mat4 gbufferModelView, gbufferPreviousModelView, gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D texture;
uniform sampler2D gaux2;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D noisetex;
#ifdef ADVANCED_MATERIALS
uniform ivec2 atlasSize;
vec2 atlasSizeM = atlasSize;
uniform sampler2D specular;
uniform sampler2D normals;
#ifdef REFLECTION_RAIN
uniform float wetness;
#endif
#endif
#ifdef DYNAMIC_HANDLIGHT
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
uniform sampler2D colortex8;
uniform sampler2D colortex9;
#endif
#if CLOUDS == 2
uniform sampler2D gaux1;
#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
#ifdef ADVANCED_MATERIALS
vec2 dcdx = dFdx(texCoord);
vec2 dcdy = dFdy(texCoord);
#ifdef GENERATED_NORMALS
mat3 tbnMatrix = mat3(
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z
);
vec2 midCoordPos = absMidCoordPos * signMidCoordPos;
#endif
#endif
vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
//Common Functions//
float GetWaterHeightMap(vec3 worldPos, vec2 offset) {
float noise = 0.0;
vec2 wind = vec2(frametime) * 0.5 * WATER_SPEED;
worldPos.xz += worldPos.y * 0.2;
#if WATER_NORMALS == 1
offset /= 256.0;
float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).g;
float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 48.0 + offset).g;
#elif WATER_NORMALS == 2
offset /= 256.0;
float noiseA = texture2D(noisetex, (worldPos.xz - wind) / 256.0 + offset).r;
float noiseB = texture2D(noisetex, (worldPos.xz + wind) / 96.0 + offset).r;
noiseA *= noiseA; noiseB *= noiseB;
#endif
#if WATER_NORMALS > 0
noise = mix(noiseA, noiseB, WATER_DETAIL);
#endif
return noise * WATER_BUMP;
}
vec3 GetParallaxWaves(vec3 worldPos, vec3 viewVector) {
vec3 parallaxPos = worldPos;
for(int i = 0; i < 4; i++) {
float height = -1.25 * GetWaterHeightMap(parallaxPos, vec2(0.0)) + 0.25;
parallaxPos.xz += height * viewVector.xy / dist;
}
return parallaxPos;
}
vec3 GetWaterNormal(vec3 worldPos, vec3 viewPos, vec3 viewVector) {
vec3 waterPos = worldPos + cameraPosition;
#if WATER_PIXEL > 0
waterPos = floor(waterPos * WATER_PIXEL) / WATER_PIXEL;
#endif
#ifdef WATER_PARALLAX
waterPos = GetParallaxWaves(waterPos, viewVector);
#endif
float normalOffset = WATER_SHARPNESS;
float fresnel = pow(clamp(1.0 + dot(normalize(normal), normalize(viewPos)), 0.0, 1.0), 8.0);
float normalStrength = 0.35 * (1.0 - fresnel);
float h1 = GetWaterHeightMap(waterPos, vec2( normalOffset, 0.0));
float h2 = GetWaterHeightMap(waterPos, vec2(-normalOffset, 0.0));
float h3 = GetWaterHeightMap(waterPos, vec2(0.0, normalOffset));
float h4 = GetWaterHeightMap(waterPos, vec2(0.0, -normalOffset));
float xDelta = (h2 - h1) / normalOffset;
float yDelta = (h4 - h3) / normalOffset;
vec3 normalMap = vec3(xDelta, yDelta, 1.0 - (xDelta * xDelta + yDelta * yDelta));
return normalMap * normalStrength + vec3(0.0, 0.0, 1.0 - normalStrength);
}
//Includes//
#include "/lib/common.glsl"
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/skyColor.glsl"
#include "/lib/color/specularColor.glsl"
#include "/lib/color/waterColor.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/atmospherics/weatherDensity.glsl"
#include "/lib/atmospherics/sky.glsl"
#include "/lib/atmospherics/clouds.glsl"
#include "/lib/atmospherics/fog.glsl"
#include "/lib/atmospherics/waterFog.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#include "/lib/reflections/raytrace.glsl"
#include "/lib/reflections/simpleReflections.glsl"
#include "/lib/surface/ggx.glsl"
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif
#ifdef ADVANCED_MATERIALS
#include "/lib/reflections/complexFresnel.glsl"
#include "/lib/surface/directionalLightmap.glsl"
#include "/lib/surface/materialGbuffers.glsl"
#include "/lib/surface/parallax.glsl"
#ifdef REFLECTION_RAIN
#include "/lib/reflections/rainPuddles.glsl"
#endif
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord) * vec4(color.rgb, 1.0);
vec3 newNormal = normal;
float smoothness = 0.0;
vec3 lightAlbedo = vec3(0.0);
#ifdef ADVANCED_MATERIALS
vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
float surfaceDepth = 1.0;
float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0);
float skipAdvMat = float(mat > 0.98 && mat < 1.02);
#ifdef PARALLAX
if(skipAdvMat < 0.5) {
newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth);
albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * vec4(color.rgb, 1.0);
}
#endif
#endif
vec3 vlAlbedo = vec3(1.0);
vec3 refraction = vec3(0.0);
float cloudBlendOpacity = 1.0;
if (albedo.a > 0.001) {
vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
float water = float(mat > 0.98 && mat < 1.02);
float glass = float(mat > 1.98 && mat < 2.02);
float translucent = float(mat > 2.98 && mat < 3.02);
float portal = float(mat > 3.98 && mat < 4.02);
float metalness = 0.0;
float emission = portal;
float subsurface = 0.0;
float basicSubsurface = water;
vec3 baseReflectance = vec3(0.04);
emission *= pow(max(max(albedo.r, albedo.g), albedo.b), 4.0) * 0.4;
#ifndef REFLECTION_TRANSLUCENT
glass = 0.0;
translucent = 0.0;
#endif
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
#ifdef TAA
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
#else
vec3 viewPos = ToNDC(screenPos);
#endif
vec3 worldPos = ToWorld(viewPos);
float dither = Bayer8(gl_FragCoord.xy);
#if CLOUDS == 2
float cloudViewLength = texture2D(gaux1, screenPos.xy).r * (far * 2.0);
float viewLength = length(viewPos);
cloudBlendOpacity = step(viewLength, cloudViewLength);
if (cloudBlendOpacity == 0) {
discard;
}
// albedo.rgb *= fract(viewLength);
#endif
vec3 normalMap = vec3(0.0, 0.0, 1.0);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
#if WATER_NORMALS == 1 || WATER_NORMALS == 2
if (water > 0.5) {
normalMap = GetWaterNormal(worldPos, viewPos, viewVector);
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
}
#endif
#ifdef ADVANCED_MATERIALS
float f0 = 0.0, porosity = 0.5, ao = 1.0, skyOcclusion = 0.0;
if (water < 0.5) {
GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap,
newCoord, dcdx, dcdy);
if ((normalMap.x > -0.999 || normalMap.y > -0.999) && viewVector == viewVector)
newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
}
#endif
#if REFRACTION == 1
refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95) * water);
#elif REFRACTION == 2
refraction = vec3((newNormal.xy - normal.xy) * 0.5 + 0.5, float(albedo.a < 0.95));
#endif
#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));
vlAlbedo = albedo.rgb;
#ifdef MULTICOLORED_BLOCKLIGHT
vec3 opaquelightAlbedo = texture2D(colortex8, screenPos.xy).rgb;
if (water < 0.5) {
opaquelightAlbedo *= vlAlbedo;
}
lightAlbedo = albedo.rgb + 0.00001;
if (portal > 0.5) {
lightAlbedo = lightAlbedo * 0.95 + 0.05;
}
lightAlbedo = normalize(lightAlbedo + 0.00001) * emission;
lightAlbedo = mix(opaquelightAlbedo, sqrt(lightAlbedo), albedo.a);
#endif
#ifdef WHITE_WORLD
albedo.rgb = vec3(0.35);
#endif
if (water > 0.5) {
#if WATER_MODE == 0
albedo.rgb = waterColor.rgb * waterColor.a;
#elif WATER_MODE == 1
// do nothing
#elif WATER_MODE == 2
float waterLuma = length(albedo.rgb / pow(color.rgb, vec3(2.2))) * 2.0;
albedo.rgb = waterLuma * waterColor.rgb * waterColor.a;
#elif WATER_MODE == 3
albedo.rgb = color.rgb * color.rgb * 0.35;
#endif
#if WATER_ALPHA_MODE == 0
albedo.a = waterAlpha;
#endif
vlAlbedo = sqrt(albedo.rgb);
baseReflectance = vec3(0.02);
}
vlAlbedo = mix(vec3(1.0), vlAlbedo, sqrt(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);
float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
vanillaDiffuse*= vanillaDiffuse;
float parallaxShadow = 1.0;
#ifdef ADVANCED_MATERIALS
vec3 rawAlbedo = albedo.rgb * 0.999 + 0.001;
albedo.rgb *= ao;
#ifdef REFLECTION_SPECULAR
albedo.rgb *= 1.0 - metalness * smoothness;
#endif
#ifdef SELF_SHADOW
if (lightmap.y > 0.0 && NoL > 0.0 && water < 0.5) {
parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec,
tbnMatrix);
}
#endif
#ifdef DIRECTIONAL_LIGHTMAP
mat3 lightmapTBN = GetLightmapTBN(viewPos);
lightmap.x = DirectionalLightmap(lightmap.x, lmCoord.x, newNormal, lightmapTBN);
lightmap.y = DirectionalLightmap(lightmap.y, lmCoord.y, newNormal, lightmapTBN);
#endif
#endif
#ifdef MULTICOLORED_BLOCKLIGHT
blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
#endif
vec3 shadow = vec3(0.0);
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
vanillaDiffuse, parallaxShadow, emission, subsurface, basicSubsurface);
#ifdef ADVANCED_MATERIALS
float puddles = 0.0;
#ifdef REFLECTION_RAIN
if (water < 0.5) {
puddles = GetPuddles(worldPos, newCoord, lightmap.y, NoU, wetness);
}
ApplyPuddleToMaterial(puddles, albedo, smoothness, f0, porosity);
if (puddles > 0.001 && rainStrength > 0.001) {
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
vec3 puddleNormal = GetPuddleNormal(worldPos, viewPos, tbnMatrix);
newNormal = normalize(
mix(newNormal, puddleNormal, puddles * sqrt(1.0 - porosity) * rainStrength)
);
}
#endif
#endif
float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos)), 0.0, 1.0), 5.0);
if (water > 0.5 || ((translucent + glass) > 0.5 && albedo.a < 0.95)) {
#if REFLECTION > 0
vec4 reflection = vec4(0.0);
vec3 skyReflection = vec3(0.0);
float reflectionMask = 0.0;
fresnel = fresnel * 0.98 + 0.02;
fresnel*= max(1.0 - isEyeInWater * 0.5 * water, 0.5);
// fresnel = 1.0;
#if REFLECTION == 2
reflection = SimpleReflection(viewPos, newNormal, dither, reflectionMask);
reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0));
#endif
if (reflection.a < 1.0) {
#ifdef OVERWORLD
vec3 skyRefPos = reflect(normalize(viewPos), newNormal);
skyReflection = GetSkyColor(skyRefPos, true);
#ifdef AURORA
skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12);
#endif
#if CLOUDS == 1
vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, true);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
#endif
#if CLOUDS == 2
vec3 cameraPos = GetReflectedCameraPos(worldPos, newNormal);
float cloudViewLength = 0.0;
vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
#endif
#ifdef CLASSIC_EXPOSURE
skyReflection *= 4.0 - 3.0 * eBS;
#endif
float waterSkyOcclusion = lightmap.y;
#if REFLECTION_SKY_FALLOFF > 1
waterSkyOcclusion = clamp(1.0 - (1.0 - waterSkyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
#endif
waterSkyOcclusion *= waterSkyOcclusion;
skyReflection *= waterSkyOcclusion;
#endif
#ifdef NETHER
skyReflection = netherCol.rgb * 0.04;
#endif
#ifdef END
skyReflection = endCol.rgb * 0.01;
#endif
skyReflection *= clamp(1.0 - isEyeInWater, 0.0, 1.0);
}
reflection.rgb = max(mix(skyReflection, reflection.rgb, reflection.a), vec3(0.0));
#if defined OVERWORLD || defined END
vec3 specularColor = GetSpecularColor(lightmap.y, 0.0, vec3(1.0));
vec3 specular = GetSpecularHighlight(newNormal, viewPos, 0.9, vec3(0.02),
specularColor, shadow, color.a);
#if ALPHA_BLEND == 0
float specularAlpha = pow(mix(albedo.a, 1.0, fresnel), 2.2) * fresnel;
#else
float specularAlpha = mix(albedo.a , 1.0, fresnel) * fresnel;
#endif
reflection.rgb += specular * (1.0 - reflectionMask) / specularAlpha;
#endif
albedo.rgb = mix(albedo.rgb, reflection.rgb, fresnel);
albedo.a = mix(albedo.a, 1.0, fresnel);
#endif
}else{
#ifdef ADVANCED_MATERIALS
skyOcclusion = lightmap.y;
#if REFLECTION_SKY_FALLOFF > 1
skyOcclusion = clamp(1.0 - (1.0 - skyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
#endif
skyOcclusion *= skyOcclusion;
baseReflectance = mix(vec3(f0), rawAlbedo, metalness);
#ifdef REFLECTION_SPECULAR
vec3 fresnel3 = mix(baseReflectance, vec3(1.0), fresnel);
#if MATERIAL_FORMAT == 0
if (f0 >= 0.9 && f0 < 1.0) {
baseReflectance = GetMetalCol(f0);
fresnel3 = ComplexFresnel(pow(fresnel, 0.2), f0);
#ifdef ALBEDO_METAL
fresnel3 *= rawAlbedo;
#endif
}
#endif
float aoSquared = ao * ao;
shadow *= aoSquared; fresnel3 *= aoSquared * smoothness * smoothness;
if (smoothness > 0.0) {
vec4 reflection = vec4(0.0);
vec3 skyReflection = vec3(0.0);
float reflectionMask = 0.0;
float ssrMask = clamp(length(fresnel3) * 400.0 - 1.0, 0.0, 1.0);
if(ssrMask > 0.0) reflection = SimpleReflection(viewPos, newNormal, dither, reflectionMask);
reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0));
reflection.a *= ssrMask;
if (reflection.a < 1.0) {
#ifdef OVERWORLD
vec3 skyRefPos = reflect(normalize(viewPos.xyz), newNormal);
skyReflection = GetSkyColor(skyRefPos, true);
#ifdef AURORA
skyReflection += DrawAurora(skyRefPos * 100.0, dither, 12);
#endif
#if CLOUDS == 1
vec4 cloud = DrawCloudSkybox(skyRefPos * 100.0, 1.0, dither, lightCol, ambientCol, false);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
#endif
#if CLOUDS == 2
vec3 cameraPos = GetReflectedCameraPos(worldPos, newNormal);
float cloudViewLength = 0.0;
vec4 cloud = DrawCloudVolumetric(skyRefPos * 8192.0, cameraPos, 1.0, dither, lightCol, ambientCol, cloudViewLength, true);
skyReflection = mix(skyReflection, cloud.rgb, cloud.a);
#endif
#ifdef CLASSIC_EXPOSURE
skyReflection *= 4.0 - 3.0 * eBS;
#endif
skyReflection = mix(vanillaDiffuse * minLightCol, skyReflection, skyOcclusion);
#endif
#ifdef NETHER
skyReflection = netherCol.rgb * 0.04;
#endif
#ifdef END
skyReflection = endCol.rgb * 0.01;
#endif
}
reflection.rgb = max(mix(skyReflection, reflection.rgb, reflectionMask), vec3(0.0));
albedo.rgb = albedo.rgb * (1.0 - fresnel3 * (1.0 - metalness)) +
reflection.rgb * fresnel3;
albedo.a = mix(albedo.a, 1.0, GetLuminance(fresnel3));
}
#endif
#endif
#if defined OVERWORLD || defined END
vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance);
albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance,
specularColor, shadow * vanillaDiffuse, color.a);
#endif
}
#if WATER_FOG == 1
if((isEyeInWater == 0 && water > 0.5) || (isEyeInWater == 1 && water < 0.5)) {
float opaqueDepth = texture2D(depthtex1, screenPos.xy).r;
vec3 opaqueScreenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), opaqueDepth);
#ifdef TAA
vec3 opaqueViewPos = ToNDC(vec3(TAAJitter(opaqueScreenPos.xy, -0.5), opaqueScreenPos.z));
#else
vec3 opaqueViewPos = ToNDC(opaqueScreenPos);
#endif
vec4 waterFog = GetWaterFog(opaqueViewPos - viewPos.xyz);
albedo = mix(waterFog, vec4(albedo.rgb, 1.0), albedo.a);
}
#endif
Fog(albedo.rgb, viewPos);
#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
}
albedo.a *= cloudBlendOpacity;
/* DRAWBUFFERS:01 */
gl_FragData[0] = albedo;
gl_FragData[1] = vec4(vlAlbedo, 1.0);
#ifdef MULTICOLORED_BLOCKLIGHT
/* DRAWBUFFERS:018 */
gl_FragData[2] = vec4(lightAlbedo, 1.0);
#if REFRACTION > 0
/* DRAWBUFFERS:0186 */
gl_FragData[3] = vec4(refraction, 1.0);
#endif
#else
#if REFRACTION > 0
/* DRAWBUFFERS:016 */
gl_FragData[2] = vec4(refraction, 1.0);
#endif
#endif
}
#undef GBUFFERS_WATER
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying float mat;
varying float dist;
varying vec2 texCoord, lmCoord;
varying vec3 normal, binormal, tangent;
varying vec3 sunVec, upVec, eastVec;
varying vec3 viewVector;
varying vec4 color;
#ifdef ADVANCED_MATERIALS
varying vec4 vTexCoord, vTexCoordAM;
#endif
//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
//Attributes//
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
attribute vec4 at_tangent;
//Common Variables//
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
//Common Functions//
float WavingWater(vec3 worldPos) {
worldPos += cameraPosition;
float fractY = fract(worldPos.y + 0.005);
float wave = sin(6.2831854 * (frametime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07)) +
sin(6.2831854 * (frametime * 0.5 + worldPos.x * 0.10 + worldPos.z * 0.20));
if (fractY > 0.01) return wave * 0.0125;
return 0.0;
}
//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));
int blockID = int(mod(max(mc_Entity.x - 10000, 0), 10000));
normal = normalize(gl_NormalMatrix * gl_Normal);
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
dist = length(gl_ModelViewMatrix * gl_Vertex);
#ifdef ADVANCED_MATERIALS
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texMinMidCoord = texCoord - midCoord;
vTexCoordAM.pq = abs(texMinMidCoord) * 2;
vTexCoordAM.st = min(texCoord, midCoord - texMinMidCoord);
vTexCoord.xy = sign(texMinMidCoord) * 0.5 + 0.5;
#endif
color = gl_Color;
if(color.a < 0.1) color.a = 1.0;
mat = 0.0;
if (blockID == 300 || blockID == 304) mat = 1.0;
if (blockID == 301) mat = 2.0;
if (blockID == 302) mat = 3.0;
if (blockID == 303) mat = 4.0;
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 = normalize(gbufferModelView[0].xyz);
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