Solara-Shaders/shaders/program/shadow.glsl
2024-06-22 15:15:55 -04:00

243 lines
5.7 KiB
GLSL

/*
BSL Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/
//Settings//
#include "/lib/settings.glsl"
//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH
//Varyings//
varying float mat;
varying vec2 texCoord;
#ifdef WATER_CAUSTICS
varying vec3 worldPos;
#endif
varying vec4 color;
//Uniforms//
uniform int blockEntityId;
uniform sampler2D tex;
#ifdef WATER_CAUSTICS
uniform int worldTime;
uniform float frameTimeCounter;
uniform sampler2D noisetex;
#endif
//Common Variables//
#ifdef WATER_CAUSTICS
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif
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_CAUSTICS_STRENGTH;
}
#endif
#ifdef WATER_SHADOW_COLOR
#include "/lib/color/waterColor.glsl"
#endif
//Program//
void main() {
#if MC_VERSION >= 11300
if (blockEntityId == 10205) discard;
#endif
vec4 albedo = texture2D(tex, texCoord.xy);
albedo.rgb *= color.rgb;
float premult = float(mat > 0.98 && mat < 1.02);
float water = float(mat > 1.98 && mat < 2.02);
float disable = float(mat > 2.98 && mat < 3.02);
if (albedo.a < 0.01 || disable > 0.5) discard;
if (water > 0.5) {
#if !defined WATER_SHADOW_COLOR && !defined WATER_CAUSTICS
discard;
#else
#ifdef WATER_SHADOW_COLOR
#if WATER_MODE == 0
albedo.rgb = pow(waterColor.rgb / waterColor.a, vec3(0.25));
#elif WATER_MODE == 1
albedo.rgb = sqrt(albedo.rgb);
#elif WATER_MODE == 2
float waterLuma = length(albedo.rgb * albedo.rgb / pow(color.rgb, vec3(2.2))) * 2.0;
albedo.rgb = sqrt(waterLuma * sqrt(waterColor.rgb / waterColor.a));
#elif WATER_MODE == 3
albedo.rgb = sqrt(color.rgb * 0.59);
#endif
#if WATER_ALPHA_MODE == 0
albedo.a = waterAlpha;
#endif
#else
albedo.rgb = vec3(1.0);
#endif
#ifdef WATER_CAUSTICS
float normalOffset = WATER_SHARPNESS + 0.2;
float normalStrength = 0.35;
float h0 = GetWaterHeightMap(worldPos, vec2(0.0));
float h1 = GetWaterHeightMap(worldPos, vec2( normalOffset, 0.0));
float h2 = GetWaterHeightMap(worldPos, vec2(-normalOffset, 0.0));
float h3 = GetWaterHeightMap(worldPos, vec2(0.0, normalOffset));
float h4 = GetWaterHeightMap(worldPos, vec2(0.0, -normalOffset));
float xDeltaA = (h1 - h0) / normalOffset;
float xDeltaB = (h2 - h0) / normalOffset;
float yDeltaA = (h3 - h0) / normalOffset;
float yDeltaB = (h4 - h0) / normalOffset;
float height = max((xDeltaA * -xDeltaB + yDeltaA * -yDeltaB), 0.0);
#if WATER_NORMALS == 1
height *= 48.0;
#elif WATER_NORMALS == 2
height *= 24.0;
#endif
#ifdef WATER_SHADOW_COLOR
height /= length(albedo.rgb);
#endif
height /= sqrt(height * height / 9.0 + 1.0);
albedo.rgb *= 1.0 + height;
#endif
#endif
}
#ifdef SHADOW_COLOR
albedo.rgb = mix(vec3(1.0), albedo.rgb, 1.0 - pow(1.0 - albedo.a, 1.5));
albedo.rgb *= 1.0 - pow(albedo.a, 96.0);
#else
if ((premult > 0.5 && albedo.a < 0.98)) albedo.a = 0.0;
#endif
#ifdef WATER_CAUSTICS
albedo.rgb *= 0.25;
#endif
gl_FragData[0] = albedo;
}
#endif
//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH
//Varyings//
varying float mat;
varying vec2 texCoord;
#ifdef WATER_CAUSTICS
varying vec3 worldPos;
#endif
varying vec4 color;
//Uniforms//
uniform int worldTime;
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
uniform mat4 shadowProjection, shadowProjectionInverse;
uniform mat4 shadowModelView, shadowModelViewInverse;
//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
//Includes//
#include "/lib/vertex/waving.glsl"
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main() {
texCoord = gl_MultiTexCoord0.xy;
int blockID = int(mod(max(mc_Entity.x - 10000, 0), 10000));
color = gl_Color;
mat = 0;
if (blockID == 301 || blockID == 302) mat = 1;
if (blockID == 300 || blockID == 304) mat = 2;
#ifndef SHADOW_VEGETATION
if (blockID >= 100 && blockID <= 104) mat = 3;
#endif
vec4 position = shadowModelViewInverse * shadowProjectionInverse * ftransform();
#ifdef WATER_CAUSTICS
worldPos = position.xyz + cameraPosition.xyz;
#endif
float istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t ? 1.0 : 0.0;
position.xyz = WavingBlocks(position.xyz, blockID, istopv);
#ifdef WORLD_CURVATURE
position.y -= WorldCurvature(position.xz);
#endif
gl_Position = shadowProjection * shadowModelView * position;
float dist = sqrt(gl_Position.x * gl_Position.x + gl_Position.y * gl_Position.y);
float distortFactor = dist * shadowMapBias + (1.0 - shadowMapBias);
gl_Position.xy *= 1.0 / distortFactor;
gl_Position.z = gl_Position.z * 0.2;
}
#endif