generated euphoria patches

This commit is contained in:
Snogard 2025-02-11 12:31:01 +01:00
parent 6a4f3ff1c0
commit e1fdef068e
419 changed files with 50903 additions and 1 deletions

4
.gitignore vendored
View File

@ -53,4 +53,6 @@ config/minemenu-common.toml
config/oculus.properties
config/sodiumextras-client.toml
.qmenu_opened.marker
mods/generated-pack/
mods/generated-pack/
shaderpacks/*.txt

View File

@ -0,0 +1 @@
*.zip

View File

@ -0,0 +1,92 @@
Complementary License Agreement 1.5
===================================
0. Terminology
--------------
0.1. "The Pack" and/or "This Pack" means the software package that this
specific license file you are reading from is found in.
0.2. "Normal Usage" means usage of The Pack as intended for the general
public. This includes most usage, but the following usages are
definitely NOT considered Normal Usage:
a. Redistributing (parts of) The Pack
b. Modifying code of The Pack
0.3. "User" and/or "Users" means people that are using The Pack under our
definition of Normal Usage.
0.4. "Modpack" means a modification package made for the video
game "Minecraft: Java Edition".
0.5. "Modified Pack" means a software package that consists of The Pack but
with the code intentionally being changed to differ from The Pack.
0.6. "Original Pack" means one of two things:
a. If "This Pack" is an original Complementary Development product,
meaning that this specific license file you are reading from is
found inside an original Complementary Development product, then
"Original Pack" directly means the same thing as "This Pack".
b. But if "This Pack" is not an original Complementary Development
product, meaning that this specific license file you are reading
from is found inside a pack that was created using the grant
detailed at section "1.3", then "Original Pack" refers to the
pack created by Complementary Development that must be mentioned
in the description page(s) of This Pack.
1. Grants
---------
1.1. All Users are free to use This Pack for Normal Usage. This isn't
limited to, but includes:
a. Using The Pack for gameplay
b. Using The Pack for content creation
1.2. This Pack is allowed to be redistributed inside a Modpack as long as
the following conditions are met:
a. This Pack must be visibly credited in the Modpack's description
page(s).
b. The author of the Modpack must acknowledge that any problems that
may arise from using This Pack in their Modpack is entirely under
the responsibility of the author of the Modpack.
1.3. This Pack is allowed to be redistributed as a Modified Pack as long as
the following conditions are met:
a. The Original Pack must be visibly credited in the description
page(s) of the Modified Pack, with a link to the official
Complementary Development website.
b. This license file must still be left inside the Modified Pack
without any changes being made to it, and it must be updated to
the latest one found in the latest version of the Original Pack
every time the Modified Pack gets updated to make more use of the
code from the Original Pack.
c. The Modified Pack must not have the word "Complementary" in its
name, and there should be at least 3 character difference between
the name of the Modified Pack and the Original Pack. Adding or
removing non-alphabetic characters or the removal of
"Complementary" does not count as a character difference.
d. The Modified Pack must look noticeably different from the
Original Pack in multiple common gameplay scenarios that must
include daytime overworld visuals, regardless of the setting or
variable changes in the Modified Pack and/or the Original Pack.
2. Denied Cases
---------------
2.1. Any usage or redistribution of any part of This Pack that isn't
explicitly covered in the "Grants" section of this license should be
treated as "All Rights Reserved". Only exceptions are the files that
contain a notice that they are covered by a different license.
2.2. This agreement only applies to the version of This Pack that this exact
file can be found in. This agreement is not valid for future or past
versions of The Pack unless they contain the exact same agreement.
3. License Infringement
-----------------------
3.1. By using This Pack for any purpose, you agree that Complementary
Development has the right to take action against you in the case of a
license infringement, regardless of This Pack being the Original Pack
or not.
3.2. Complementary Development reserves its rights to not take action
against cases that it deems harmless. For this reason, cases that
Complementary Development did not take action against in the past
cannot be used as an excuse to ignore this agreement.

View File

@ -0,0 +1 @@
https://www.euphoriapatches.com/credits

View File

@ -0,0 +1,70 @@
Euphoria Patches License Agreement 1.0
======================================
0. Terminology
--------------
0.1. The "Patcher Mod" or "EuphoriaPatcher Mod" refers to the mod named
EuphoriaPatcher used to generate the shader pack Euphoria Patches.
0.2. "Dev Versions" are development versions accessible through the
Support Pages of the Euphoria Patches Developer.
0.3. The Patcher Mod is publicly available on Modrinth and CurseForge.
0.4. In the "Original Pack" terminology from the Complementary License Agreement (CLA):
If This Pack is an original Euphoria Patches product, then "Original Pack"
refers to This Pack.
1. Extension
------------
1.1. This agreement extends the CLA,
inheriting all of its terminology and terms:
a. All definitions and terminology in the CLA are applicable here.
b. All terms and conditions from the CLA are also transferred to this license.
2. Grants
---------
2.1. The direct redistribution of This Pack is not allowed.
2.2. his Pack must be generated through the Patcher Mod unless:
a. The version is classified as a Dev Version, which does not
require the Patcher Mod.
2.3. This Pack is allowed to be redistributed inside a Modpack as long as
the following conditions are met:
a. The EuphoriaPatcher Mod used to generate this pack is included
in the Modpack.
b. The EuphoriaPatcher Mod must be included in the Modpack on the
distribution sites this pack uses
2.4. This Pack is only allowed to be redistributed in a Modified Pack as long as
the following conditions are met:
a. It is also distributed through a patching mechanism similar to
the EuphoriaPatcher Mod.
b. The Modified Pack must retain this license file without alterations
and update it to the latest version available in the Original Pack
whenever using new content from the Original Pack.
c. The Modified Pack must not include "Euphoria" in its name,
and there must be at least a three-character difference between
the Modified Pack's name and This Pack; adding/removing non-alphabetic
characters does not count.
3. Denied Cases
---------------
3.1. Any usage or redistribution of any part of This Pack that isn't
explicitly covered in the "Grants" section of this license should be
treated as "All Rights Reserved". Only exceptions are the files that
contain a notice that they are covered by a different license.
3.2. This agreement only applies to the version of This Pack that this exact
file can be found in. This agreement is not valid for future or past
versions of The Pack unless they contain the exact same agreement.
4. License Infringement
-----------------------
4.1. By using This Pack for any purpose, you agree that Euphoria Patches
has the right to take action against you in the case of a
license infringement, regardless of This Pack being the Original Pack
or not.
4.2. Euphoria Patches reserves its rights to not take action
against cases that it deems harmless. For this reason, cases that
Euphoria Patches did not take action against in the past
cannot be used as an excuse to ignore this agreement.

View File

@ -0,0 +1,64 @@
````````````````````````````````````````````````````````````````````````````````````````````````````````
██╗███╗ ██╗███████╗ ██████╗ ██████╗ ███╗ ███╗ █████╗ ████████╗██╗ ██████╗ ███╗ ██╗
██║████╗ ██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔══██╗╚══██╔══╝██║██╔═══██╗████╗ ██║
██║██╔██╗ ██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████║ ██║ ██║██║ ██║██╔██╗ ██║
██║██║╚██╗██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║██╔══██║ ██║ ██║██║ ██║██║╚██╗██║
██║██║ ╚████║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║██║ ██║ ██║ ██║╚██████╔╝██║ ╚████║
╚═╝╚═╝ ╚═══╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═══╝
````````````````````````````````````````````````````````````````````````````````````````````````````````
# What is Euphoria Patches?
Euphoria Patches is an add-on for Complementary Shaders, developed by SpacEagle17. It aims to extend Complementary with more optional handcrafted features and settings.
**Please don't report any issues encountered using this add-on to EminGT.**
# License notice:
Most of the code in this project is subject to the Complementary License Agreement by EminGT (check License file) and is therefore NOT allowed to be redistributed.
# Why does Euphoria Patches need a mod?
[Complementary's license](https://github.com/ComplementaryDevelopment/ComplementaryReimagined/blob/main/License.txt) does not allow me to publish Euphoria Patches directly as it does not have a "noticeably differen[ce] from the Original Pack in multiple common gameplay scenarios that must include daytime overworld visuals, regardless of the setting or variable changes in the Modified Pack and/or the Original Pack". I simply add onto Complementary, this would not qualify as an viable edit. A mutual agreement with Emin was made to distribute Euphoria Patches through a patcher where none of Emin's code gets distributed (and by that not breaking the license) and the user has to have Complementary Shaders installed in order to get the add-on. All parties profit from this method.
# When does Euphoria Patches update?
Euphoria Patches Updates Immediately after a new Complementary Version is out. This includes dev versions. Euphoria Patches dev versions are available on **[Ko-Fi](https://ko-fi.com/spaceagle17)** or **[Patreon](https://www.patreon.com/SpacEagle17)**!
# Contribute
Add **[Modded Blocks](https://github.com/EuphoriaPatches/propertiesFiles)** or **[Translation Files](https://github.com/EuphoriaPatches/langFiles)** to Euphoria Patches!
# Contact
**Discord: [SpacEagle17](https://discord.gg/5N45SAsC3X)**'s Server for discussion, questions, suggestions... or the **[#euphoria-patches](https://discord.com/invite/985QQxVQZF)** channel on the Complementary Discord
# Euphoria Patches Settings
All Euphoria options are disabled by default and the user can decide what to enable. Under the Popular Settings category, one can find the most popular Euphoria Patches features. Countless other settings exist and more get added with each update, have fun tinkering around!
# Euphoria Patches Credits
This can be found in the Credits.txt file
# How to support Euphoria Patches
You can support Euphoria Patches by being curious about new updates and sharing it with people, but you can also directly support SpacEagle17 on Patreon or Ko-Fi. https://www.patreon.com/SpacEagle17. https://ko-fi.com/spaceagle17.
# Euphoria Mod Support
Check the supportedMods.md file or the [properties repo](https://github.com/EuphoriaPatches/propertiesFiles)
- Euphoria Patches aims to better support modded blocks than regular Complementary by having default modded block support (check block.properties). Light Source Detection with automatic applied emission. Foliage model detection with automatically applied SSS.
- Euphoria Patches adds support to MANY blocks, entities and items though the properties files thanks to the community. Check the supportedMods.md file or the [properties repo](https://github.com/EuphoriaPatches/propertiesFiles)
- Better modded end handling, the ender beams and fog will correctly change to the intended fog color in non vanilla biomes in the end
# Best Shader Loader
Euphoria Patches and also Complementary Shaders use iris-exclusive features which don't work on optifine. For the optimal experience, Iris is recommended on Fabric and Neoforge. On Forge Oculus is for now recommended as it seems to support most iris-exclusive features.
# Iris Exclusive Features
**Things marked with (EP) are from Euphoria Patches**
- Advanced Colored Lighting and all features related to it: Connected Glass, Colored Light Fog, Portal Edge Effect, Puddle Voxelation, Better waving nether vines and sugar cane(EP), Lava Edge Effect(EP)
- Player Shadow Setting
- Item and entity ipbr, such as glowing armor trims or light sources in the hand being emissive or iron golems being reflective
- No rain above clouds(EP) working with vanilla clouds if the cloud height was changed with a mod
- End Crystal Vortex and Dragon Healing Beam
- Epic Thunderstorm(EP) works better - does generate from the lightning bolt and no false positives
- Better modded SSBL(EP) support - light sources are automatically emissive depending on their light level and also work correctly if hand mode is switched to right handed
- Better working Bedrock Noise(EP) setting
- More accurate position data
- More accurate handheld lighting, works correctly in third person
- Distant Horizons Support
- Emissive fire on Entities
- End Portal Rays (EP)
- Third Person interactive foliage (EP) and third person soul sand eyes (EP)

View File

@ -0,0 +1 @@
This version of Euphoria Patches is an add-on for Complementary Shaders r5.4 by EminGT

View File

@ -0,0 +1,2 @@
ComplementaryReimagined_r5.4.zip
ComplementaryUnbound_r5.4.zip

File diff suppressed because one or more lines are too long

View File

@ -0,0 +1,34 @@
#---------------------------------------------------------------------------------------------------------------------
##### IMPORTANT! WHERE TO CONTRIBUTE: #####
# If you want to contribute to the Euphoria Patches modded support library, please only edit the files from GitHub. https://euphoriapatches.com/properties
#
#---------------------------------------------------------------------------------------------------------------------
#### Template for Dimensions: ####
#
# dimension.world-1 = vanillaId1 vanillaId2 \
# \
# modName1:modId1 modName1:modId2 modName1:modId3 ... \
# \
# modName2:modId1 modName2:modId2 modName2:modId3 ... \
#
# dimension.world1 = ...
# ...
#
# IDs should be grouped by mods, for every new mod it should be added in a new line using "\"
#---------------------------------------------------------------------------------------------------------------------
dimension.world0=* \
\
ad_astra:mars ad_astra:glacio
dimension.world-1=minecraft:the_nether minecraft:nether minecraft:world-1_the_nether \
\
ad_astra:venus ad_astra:mercury \
\
prominent:vaaz_volcano prominent:cinderstone_depths
dimension.world1=minecraft:the_end minecraft:end minecraft:world1_the_end \
\
ad_astra:venus_orbit ad_astra:moon_orbit ad_astra:mercury_orbit ad_astra:mars_orbit ad_astra:glacio_orbit ad_astra:earth_orbit ad_astra:moon \
\
minecraft:thermalpoint

View File

@ -0,0 +1,179 @@
#---------------------------------------------------------------------------------------------------------------------
# Version 1.0 - Every time a vanilla block changes this number will go up, modded blocks don't affect the version number
#---------------------------------------------------------------------------------------------------------------------
#
##### IMPORTANT! WHERE TO CONTRIBUTE: #####
# If you want to contribute to the Euphoria Patches modded support library, please only edit the files from GitHub. https://euphoriapatches.com/properties
#
#---------------------------------------------------------------------------------------------------------------------
#### Template for Modded Entities: ####
#
# # Description of the Entity ID
# entity.XXXXX = vanillaId1 vanillaId2 vanillaId3 ... \
# \
# modName1:modId1 modName1:modId2 modName1:modId3 ... \
# \
# modName2:modId1 modName2:modId2 modName2:modId3 ... \
# ...
# lastModInThisIDName:modId1 lastModInThisIDName:modId2 lastModInThisIDName:modId3
# # Description of the Next Entity ID
# entity.YYYYY = ...
# ...
# - The last line of a entity.XXXX does not have a "\"
# --- IDs should be grouped by mods, for every new mod it should be added in a new line using "\" ---
#---------------------------------------------------------------------------------------------------------------------
#if MC_VERSION >= 11300
#1.13 And Above Mapping:
entity.50000 = end_crystal
entity.50004 = lightning_bolt
entity.50008 = item_frame glow_item_frame \
\
tconstruct:fancy_item_frame
entity.50012 = iron_golem \
\
createbigcannons:ap_autocannon createbigcannons:ap_shot createbigcannons:ap_shell createbigcannons:cannon_carriage createbigcannons:flak_autocannon createbigcannons:fluid_shell createbigcannons:he_shell createbigcannons:shot createbigcannons:shrapnel_shell createbigcannons:smoke_shell \
\
ad_astra:tier_4_rocket ad_astra:tier_3_rocket ad_astra:tier_2_rocket ad_astra:tier_1_rocket ad_astra:lander \
\
securitycraft:bouncingbetty securitycraft:security_sea_boat securitycraft:sentry securitycraft:securitycamera securitycraft:bullet \
\
born_in_chaos_v1:door_knight born_in_chaos_v1:door_knight_not_despawn born_in_chaos_v1:fallen_chaos_knight \
\
man_of_many_planes:scarlet_biplane \
\
grapplemod:grapplehook
entity.50016 = player
entity.50020 = blaze \
\
burnt:fire_devil \
\
betternether:hydrogen_jellyfish \
\
adventurez:blaze_guardian adventurez:blaze_guardian_shield
entity.50024 = creeper \
\
ad_astra:sulfur_creeper
entity.50028 = drowned
entity.50032 = guardian
entity.50036 = elder_guardian
entity.50040 = endermite
entity.50044 = ghast
entity.50048 = glow_squid \
\
betternether:firefly \
\
betterend:cubozoa
entity.50052 = magma_cube \
\
wilderwild:scorched
entity.50056 = stray
entity.50060 = vex \
\
adventurez:amethyst_shard adventurez:void_shade adventurez:void_shard \
\
tconstruct:crystalshot tconstruct:glow_ball \
\
ad_astra:ice_spit \
\
born_in_chaos_v1:phantom_creeper born_in_chaos_v1:phantom_creeper_copy born_in_chaos_v1:restless_spirit born_in_chaos_v1:scarlet_persecutor
entity.50064 = witch
entity.50068 = wither wither_skull \
\
betternether:naga \
\
born_in_chaos_v1:lifestealer_true_form born_in_chaos_v1:lifestealer
entity.50072 = experience_orb \
\
levelz:level_experience_orb \
\
adventurez:void_bullet \
\
create_enchantment_industry:hyper_experience_orb \
\
dimdoors:monolith
entity.50076 = boat oak_boat spruce_boat birch_boat jungle_boat acacia_boat dark_oak_boat mangrove_boat cherry_boat pale_oak_boat chest_boat oak_chest_boat spruce_chest_boat birch_chest_boat jungle_chest_boat acacia_chest_boat dark_oak_chest_boat mangrove_chest_boat cherry_chest_boat pale_oak_chest_boat \
\
ecologics:boat ecologics:chest_boat \
\
terraform:boat terraform:chest_boat \
\
wilderwild:boat wilderwild:chest_boat wilderwild:baobab_boat wilderwild:baobab_chest_boat wilderwild:cypress_boat wilderwild:cypress_chest_boat wilderwild:palm_boat wilderwild:palm_chest_boat wilderwild:maple_boat wilderwild:maple_chest_boat
entity.50080 = allay \
\
ore_creeper:coal_creeper ore_creeper:copper_creeper ore_creeper:iron_creeper ore_creeper:gold_creeper ore_creeper:diamond_creeper ore_creeper:emerald_creeper ore_creeper:lapis_lazuli_creeper ore_creeper:redstone_creeper ore_creeper:nether_gold_creeper ore_creeper:nether_quartz_creeper \
\
adventurez:amethyst_golem adventurez:blackstone_golem adventurez:nightmare adventurez:soul_reaper adventurez:the_eye adventurez:tiny_eye \
\
betterend:dragonfly betterend:end_fish \
\
create_enchantment_industry:hyper_experience_bottle \
\
supplementaries:bomb \
\
born_in_chaos_v1:stimulating_bombprojectile born_in_chaos_v1:staffof_blindness_projectile born_in_chaos_v1:sir_pumpkinhead born_in_chaos_v1:sir_pumpkinhead_without_horse born_in_chaos_v1:sir_the_headless born_in_chaos_v1:senor_pumpkin born_in_chaos_v1:seared_spirit_not_despawn born_in_chaos_v1:seared_spirit born_in_chaos_v1:intoxicatind_bomb_projectile born_in_chaos_v1:missionary_charge born_in_chaos_v1:nightmare_stalker born_in_chaos_v1:riding_lords_felsteed born_in_chaos_v1:riding_felsteed born_in_chaos_v1:pumpkinhead born_in_chaos_v1:pumpkin_staff_projectile born_in_chaos_v1:pumpkin_staff_2_projectile born_in_chaos_v1:pumpkin_pistol_projectile born_in_chaos_v1:pumpkin_pistol_2_projectile born_in_chaos_v1:pumpkin_bomb born_in_chaos_v1:mr_pumpkin born_in_chaos_v1:mr_pumpkin_controlled born_in_chaos_v1:lord_pumpkinhead born_in_chaos_v1:lord_pumpkinhead_head born_in_chaos_v1:lord_pumpkinhead_withouta_horse born_in_chaos_v1:lord_the_headless born_in_chaos_v1:lords_felsteed born_in_chaos_v1:felsteed born_in_chaos_v1:phantom_bomb_projectile born_in_chaos_v1:phantom_bomb_entity \
\
immersive_aircraft:bullet
entity.50084 = slime chicken \
\
betterend:end_slime \
\
tconstruct:earth_slime tconstruct:ender_slime tconstruct:sky_slime tconstruct:terracube
entity.50088 = entity_flame
entity.50089 = fireball dragon_fireball small_fireball \
\
securitycraft:imsbomb
entity.50092 = trident
entity.50096 = minecart chest_minecart command_block_minecart furnace_minecart hopper_minecart spawner_minecart tnt_minecart \
\
lootr:lootr_minecart \
\
railways:benchcart railways:conductor railways:jukeboxcart \
\
supplementaries:dispenser_minecart
entity.50100 = bogged
entity.50104 = piglin piglin_brute zombified_piglin hoglin zoglin
entity.50108 = creaking
entity.50200 = end_crystal_beam
entity.50204 = ender_dragon \
\
adventurez:dragon adventurez:ender_whale adventurez:enderwarthog adventurez:void_shadow
#else
#1.12 And Below Mapping:
#endif

File diff suppressed because one or more lines are too long

View File

@ -0,0 +1,151 @@
//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
float quality[12] = float[12] (1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0);
void FXAA311(inout vec3 color) {
float edgeThresholdMin = 0.03125;
float edgeThresholdMax = 0.0625;
float subpixelQuality = 0.75;
int iterations = 12;
vec2 view = 1.0 / vec2(viewWidth, viewHeight);
float lumaCenter = GetLuminance(color);
float lumaDown = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, -1), 0).rgb);
float lumaUp = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, 1), 0).rgb);
float lumaLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 0), 0).rgb);
float lumaRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 0), 0).rgb);
float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
float lumaRange = lumaMax - lumaMin;
if (lumaRange > max(edgeThresholdMin, lumaMax * edgeThresholdMax)) {
float lumaDownLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, -1), 0).rgb);
float lumaUpRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 1), 0).rgb);
float lumaUpLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 1), 0).rgb);
float lumaDownRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, -1), 0).rgb);
float lumaDownUp = lumaDown + lumaUp;
float lumaLeftRight = lumaLeft + lumaRight;
float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
float lumaDownCorners = lumaDownLeft + lumaDownRight;
float lumaRightCorners = lumaDownRight + lumaUpRight;
float lumaUpCorners = lumaUpRight + lumaUpLeft;
float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) +
abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 +
abs(-2.0 * lumaRight + lumaRightCorners);
float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) +
abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 +
abs(-2.0 * lumaDown + lumaDownCorners );
bool isHorizontal = (edgeHorizontal >= edgeVertical);
float luma1 = isHorizontal ? lumaDown : lumaLeft;
float luma2 = isHorizontal ? lumaUp : lumaRight;
float gradient1 = luma1 - lumaCenter;
float gradient2 = luma2 - lumaCenter;
bool is1Steepest = abs(gradient1) >= abs(gradient2);
float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
float stepLength = isHorizontal ? view.y : view.x;
float lumaLocalAverage = 0.0;
if (is1Steepest) {
stepLength = - stepLength;
lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
} else {
lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
}
vec2 currentUv = texCoord;
if (isHorizontal) {
currentUv.y += stepLength * 0.5;
} else {
currentUv.x += stepLength * 0.5;
}
vec2 offset = isHorizontal ? vec2(view.x, 0.0) : vec2(0.0, view.y);
vec2 uv1 = currentUv - offset;
vec2 uv2 = currentUv + offset;
float lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
float lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
lumaEnd1 -= lumaLocalAverage;
lumaEnd2 -= lumaLocalAverage;
bool reached1 = abs(lumaEnd1) >= gradientScaled;
bool reached2 = abs(lumaEnd2) >= gradientScaled;
bool reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset;
}
if (!reached2) {
uv2 += offset;
}
if (!reachedBoth) {
for (int i = 2; i < iterations; i++) {
if (!reached1) {
lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
lumaEnd1 = lumaEnd1 - lumaLocalAverage;
}
if (!reached2) {
lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
lumaEnd2 = lumaEnd2 - lumaLocalAverage;
}
reached1 = abs(lumaEnd1) >= gradientScaled;
reached2 = abs(lumaEnd2) >= gradientScaled;
reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset * quality[i];
}
if (!reached2) {
uv2 += offset * quality[i];
}
if (reachedBoth) break;
}
}
float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y);
float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y);
bool isDirection1 = distance1 < distance2;
float distanceFinal = min(distance1, distance2);
float edgeThickness = (distance1 + distance2);
float pixelOffset = - distanceFinal / edgeThickness + 0.5;
bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller;
float finalOffset = correctVariation ? pixelOffset : 0.0;
float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * subpixelQuality;
finalOffset = max(finalOffset, subPixelOffsetFinal);
// Compute the final UV coordinates.
vec2 finalUv = texCoord;
if (isHorizontal) {
finalUv.y += finalOffset * stepLength;
} else {
finalUv.x += finalOffset * stepLength;
}
color = texture2D(colortex3, finalUv).rgb;
}
}

View File

@ -0,0 +1,19 @@
// Jitter offset from Chocapic13
vec2 jitterOffsets[8] = vec2[8](
vec2( 0.125,-0.375),
vec2(-0.125, 0.375),
vec2( 0.625, 0.125),
vec2( 0.375,-0.625),
vec2(-0.625, 0.625),
vec2(-0.875,-0.125),
vec2( 0.375,-0.875),
vec2( 0.875, 0.875)
);
vec2 TAAJitter(vec2 coord, float w) {
vec2 offset = jitterOffsets[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
#if TAA_MODE == 1 && !defined DH_TERRAIN && !defined DH_WATER
offset *= 0.125;
#endif
return coord + offset;
}

View File

@ -0,0 +1,164 @@
#if TAA_MODE == 1
float blendMinimum = 0.3;
float blendVariable = 0.2;
float blendConstant = 0.7;
float regularEdge = 20.0;
float extraEdgeMult = 3.0;
#elif TAA_MODE == 2
float blendMinimum = 0.6;
float blendVariable = 0.2;
float blendConstant = 0.7;
float regularEdge = 5.0;
float extraEdgeMult = 3.0;
#endif
// Previous frame reprojection from Chocapic13
vec2 Reprojection(vec4 viewPos1) {
vec4 pos = gbufferModelViewInverse * viewPos1;
vec4 previousPosition = pos + vec4(cameraPosition - previousCameraPosition, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
}
vec3 RGBToYCoCg(vec3 col) {
return vec3(
col.r * 0.25 + col.g * 0.5 + col.b * 0.25,
col.r * 0.5 - col.b * 0.5,
col.r * -0.25 + col.g * 0.5 + col.b * -0.25
);
}
vec3 YCoCgToRGB(vec3 col) {
float n = col.r - col.b;
return vec3(n + col.g, col.r + col.b, n - col.g);
}
vec3 ClipAABB(vec3 q, vec3 aabb_min, vec3 aabb_max){
vec3 p_clip = 0.5 * (aabb_max + aabb_min);
vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
vec3 v_clip = q - vec3(p_clip);
vec3 v_unit = v_clip.xyz / e_clip;
vec3 a_unit = abs(v_unit);
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
if (ma_unit > 1.0)
return vec3(p_clip) + v_clip / ma_unit;
else
return q;
}
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2( 1, 1),
ivec2( 1,-1),
ivec2(-1, 1),
ivec2(-1,-1),
ivec2( 1, 0),
ivec2( 0, 1),
ivec2(-1, 0),
ivec2( 0,-1)
);
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float z0, float z1, inout float edge) {
vec3 minclr = color;
vec3 maxclr = minclr;
int cc = 2;
ivec2 texelCoordM1 = clamp(texelCoord, ivec2(cc), ivec2(view) - cc); // Fixes screen edges
for (int i = 0; i < 8; i++) {
ivec2 texelCoordM2 = texelCoordM1 + neighbourhoodOffsets[i];
float z0Check = texelFetch(depthtex0, texelCoordM2, 0).r;
float z1Check = texelFetch(depthtex1, texelCoordM2, 0).r;
if (max(abs(GetLinearDepth(z0Check) - GetLinearDepth(z0)), abs(GetLinearDepth(z1Check) - GetLinearDepth(z1))) > 0.09) {
edge = regularEdge;
if (int(texelFetch(colortex6, texelCoordM2, 0).g * 255.1) == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
}
vec3 clr = texelFetch(colortex3, texelCoordM2, 0).rgb;
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
}
tempColor = ClipAABB(tempColor, minclr, maxclr);
}
void DoTAA(inout vec3 color, inout vec3 temp, float z1) {
int materialMask = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
vec4 screenPos1 = vec4(texCoord, z1, 1.0);
vec4 viewPos1 = gbufferProjectionInverse * (screenPos1 * 2.0 - 1.0);
viewPos1 /= viewPos1.w;
#ifdef ENTITY_TAA_NOISY_CLOUD_FIX
float cloudLinearDepth = texture2D(colortex4, texCoord).r;
float lViewPos1 = length(viewPos1);
if (pow2(cloudLinearDepth) * renderDistance < min(lViewPos1, renderDistance)) {
// Material in question is obstructed by the cloud volume
materialMask = 0;
}
#endif
if (materialMask == 254) { // No SSAO, No TAA
#ifndef CUSTOM_PBR
if (z1 <= 0.56) return; // The edge pixel trick doesn't look nice on hand
#endif
int i = 0;
while (i < 4) {
int mms = int(texelFetch(colortex6, texelCoord + neighbourhoodOffsets[i], 0).g * 255.1);
if (mms != materialMask) break;
i++;
} // Checking edge-pixels prevents flickering
if (i == 4) return;
}
float z0 = texelFetch(depthtex0, texelCoord, 0).r;
vec2 prvCoord = texCoord;
if (z1 > 0.56) prvCoord = Reprojection(viewPos1);
vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
if (tempColor == vec3(0.0)) { // Fixes the first frame || Possibly fixes nans spreading around
temp = color;
return;
}
float edge = 0.0;
NeighbourhoodClamping(color, tempColor, z0, z1, edge);
if (materialMask == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
#ifdef DISTANT_HORIZONS
if (z0 == 1.0) {
blendMinimum = 0.75;
blendVariable = 0.05;
blendConstant = 0.9;
edge = 1.0;
}
#endif
vec2 velocity = (texCoord - prvCoord.xy) * view;
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
prvCoord.y > 0.0 && prvCoord.y < 1.0);
float velocityFactor = dot(velocity, velocity) * 10.0;
blendFactor *= max(exp(-velocityFactor) * blendVariable + blendConstant - length(cameraPosition - previousCameraPosition) * edge, blendMinimum);
#ifdef EPIC_THUNDERSTORM
if (isLightningActive() > 0.0) blendFactor = 0.0;
#endif
#ifdef MIRROR_DIMENSION
blendFactor = 0.0;
#endif
color = mix(color, tempColor, blendFactor);
temp = color;
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
}

View File

@ -0,0 +1,186 @@
float GetAuroraVisibility(in float VdotU) {
float visibility = sqrt1(clamp01(VdotU * (AURORA_DRAW_DISTANCE * 1.125 + 0.75) - 0.225)) - sunVisibility - maxBlindnessDarkness;
#ifdef CLEAR_SKY_WHEN_RAINING
visibility -= mix(0.0, rainFactor * 0.8 + 0.2, heightRelativeToCloud);
#elif defined NO_RAIN_ABOVE_CLOUDS
visibility -= mix(0.0, rainFactor, heightRelativeToCloud);
#else
visibility -= rainFactor;
#endif
visibility *= 1.0 - VdotU * 0.9;
#if AURORA_CONDITION == 1 || AURORA_CONDITION == 3
visibility -= moonPhase;
#endif
#if AURORA_CONDITION == 2 || AURORA_CONDITION == 3
visibility *= inSnowy;
#endif
#if AURORA_CONDITION == 4
visibility = max(visibility * inSnowy, visibility - moonPhase);
#endif
return visibility;
}
vec3 auroraUpA[] = vec3[](
vec3(112.0, 36.0, 192.0),
vec3(255.0, 56.0, 64.0),
vec3(255.0, 80.0, 112.0),
vec3(72.0, 96.0, 192.0),
vec3(112.0, 80.0, 255.0),
vec3(232.0, 116.0, 232.0),
vec3(212.0, 108.0, 216.0),
vec3(120.0, 212.0, 56.0),
vec3(64.0, 255.0, 255.0),
vec3(168.0, 36.0, 88.0),
vec3(255.0, 68.0, 124.0),
vec3(216.0, 8.0, 255.0),
vec3(0.0, 255.0, 255.0),
vec3(0.0, 20.0, 60.0)
);
vec3 auroraDownA[] = vec3[](
vec3(96.0, 255.0, 192.0),
vec3(204.0, 172.0, 12.0),
vec3(80.0, 255.0, 180.0),
vec3(172.0, 44.0, 88.0),
vec3(80.0, 255.0, 180.0),
vec3(244.0, 188.0, 28.0),
vec3(92.0, 188.0, 180.0),
vec3(176.0, 88.0, 72.0),
vec3(128.0, 64.0, 128.0),
vec3(60.0, 184.0, 152.0),
vec3(160.0, 96.0, 255.0),
vec3(32.0, 176.0, 33.0),
vec3(180.0, 0.0, 0.0),
vec3(0.0, 24.0, 36.0)
);
void GetAuroraColor(in vec2 wpos, out vec3 auroraUp, out vec3 auroraDown) {
#ifdef SPOOKY
auroraUp = vec3(0.0, 255.0, 255.0);
auroraDown = vec3(180.0, 0.0, 0.0);
#else
#ifdef RGB_AURORA
auroraUp = getRainbowColor(wpos, 0.06);
auroraDown = getRainbowColor(wpos, 0.05);
#elif AURORA_COLOR_PRESET == 0
auroraUp = vec3(AURORA_UP_R, AURORA_UP_G, AURORA_UP_B);
auroraDown = vec3(AURORA_DOWN_R, AURORA_DOWN_G, AURORA_DOWN_B);
#else
#if AURORA_COLOR_PRESET == 1
int p = worldDay % auroraUpA.length();
#elif AURORA_COLOR_PRESET == 2
int p = worldDay % (auroraUpA.length() * 8) / 8;
#else
const int p = AURORA_COLOR_PRESET - 2;
#endif
auroraUp = auroraUpA[p];
auroraDown = auroraDownA[p];
#endif
#endif
auroraUp *= (AURORA_UP_I * 0.093 + 3.1) / GetLuminance(auroraUp);
auroraDown *= (AURORA_DOWN_I * 0.245 + 8.15) / GetLuminance(auroraDown);
}
vec3 AuroraAmbientColor(vec3 color, vec3 viewPos) {
float visibility = GetAuroraVisibility(0.5);
if (visibility > 0) {
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
wpos.xz /= (abs(wpos.y) + length(wpos.xz));
vec3 auroraUp, auroraDown;
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
vec3 auroraColor = mix(auroraUp, auroraDown, 0.8);
#ifdef DEFERRED1
auroraColor *= 0.2;
visibility *= AURORA_CLOUD_INFLUENCE_INTENSITY;
#elif defined GBUFFERS_CLOUDS
auroraColor *= 0.6;
visibility *= AURORA_CLOUD_INFLUENCE_INTENSITY;
#elif defined COMPOSITE
visibility *= AURORA_CLOUD_INFLUENCE_INTENSITY;
return mix(color, auroraColor, visibility);
#else
auroraColor *= 0.05;
visibility *= AURORA_TERRAIN_INFLUENCE_INTENSITY;
#endif
float luminanceColor = GetLuminance(color);
vec3 newColor = mix(color, mix(color, vec3(luminanceColor), 0.88), visibility);
newColor *= mix(vec3(1.0), auroraColor * luminanceColor * 10.0, visibility);
return clamp01(newColor);
// return mix(color, color * auroraColor, visibility); // old, keep it for now
}
return color;
}
vec3 GetAuroraBorealis(vec3 viewPos, float VdotU, float dither) {
float visibility = GetAuroraVisibility(VdotU);
if (visibility > 0.0) {
vec3 aurora = vec3(0.0);
vec3 wpos = mat3(gbufferModelViewInverse) * viewPos;
wpos.xz /= wpos.y;
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
cameraPositionM.x += syncedTime * 0.04;
#ifdef DEFERRED1
int sampleCount = 25;
int sampleCountP = sampleCount + 5;
#else
int sampleCount = 10;
int sampleCountP = sampleCount + 10;
#endif
float ditherM = dither + 5.0;
float auroraAnimate = frameTimeCounter * 0.001;
vec3 auroraUp, auroraDown;
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
for (int i = 0; i < sampleCount; i++) {
float current = pow2((i + ditherM) / sampleCountP);
vec2 planePos = wpos.xz * (AURORA_SIZE * 0.6 + 0.4 + current) * 11.0 + cameraPositionM;
#if AURORA_STYLE == 1
planePos = floor(planePos) * 0.0007;
float noise = texture2D(noisetex, planePos).b;
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
noise *= pow1_5(texture2D(noisetex, planePos * 100.0 + auroraAnimate).b);
#else
planePos *= 0.0007;
float noise = texture2D(noisetex, planePos).r;
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
noise *= texture2D(noisetex, planePos * 3.0 + auroraAnimate).b;
noise *= texture2D(noisetex, planePos * 5.0 - auroraAnimate).b;
#endif
float currentM = 1.0 - current;
aurora += noise * currentM * mix(auroraUp, auroraDown, pow2(pow2(currentM)));
}
#if AURORA_STYLE == 1
aurora *= 1.3;
#else
aurora *= 1.8;
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
aurora *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
return aurora * visibility / sampleCount;
}
return vec3(0.0);
}

View File

@ -0,0 +1,66 @@
vec3 GetBedrockNoise(vec3 viewPos, float VdotU, float dither) {
float eyeAltitude1 = eyeAltitude * 0.005;
float visibility = clamp01(-VdotU * 1.875 - 0.225) * (1.0 - maxBlindnessDarkness);
visibility *= 1.0 + VdotU * 0.75;
// Calculate the distance from the player to the bedrockLevel
float distanceToBedrock = max(0.0, bedrockLevel - eyeAltitude);
// Calculate the noiseHeightFactor based on the distance, starting large and decreasing as you approach bedrockLevel
float maxNoiseHeight = 2.0; // Maximum noise height when far from bedrockLevel
float noiseHeight = maxNoiseHeight / (1.0 + exp((distanceToBedrock - 90.0) / 120.0));
visibility *= -eyeAltitude1 * 3.0 + (bedrockLevel / 66.6) + 2.0;
if (visibility > 0.0) {
vec3 spots = vec3(0.0);
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
wpos /= (abs(wpos.y) + length(wpos.xz) * 0.5);
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
cameraPositionM.x += frameTimeCounter * 0.004;
float VdotUM = 1.0 - VdotU * VdotU;
vec2 starCoord = noiseHeight * wpos.xz * 0.2 + cameraPositionM * 0.1;
float starFactor = 1024.0;
starCoord = floor(starCoord * starFactor) / starFactor;
float star = 1.0;
star *= GetStarNoise(starCoord.xy);
star *= GetStarNoise(starCoord.xy+0.1);
star *= GetStarNoise(starCoord.xy+0.23);
star -= 0.4;
star *= 6.0;
star = max0(star);
star *= star;
vec3 stars = star * vec3(0.1765, 0.1569, 0.1804);
stars *= (VdotUM + 0.3); // remove stars below the player
float wind = fract((frameTimeCounter) * 0.0125);
int sampleCount = 1;
int sampleCountP = sampleCount + 5;
float ditherM = dither + 5.0;
for (int i = 0; i < sampleCount; i++) {
float current = pow2((i + ditherM) / sampleCountP);
vec2 planePos = wpos.xz * (0.5 + current) * noiseHeight;
planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 20;
float noiseSpots = texture2D(noisetex, floor(planePos) * 0.1).g;
vec3 noise = texture2D(noisetex, vec2(noiseSpots) + wind * 0.3).b * vec3(0.3);
float currentM = 1.0 - current;
spots += noise * currentM * 6.0;
}
#ifdef OVERWORLD
spots = (spots - 0.5) * 1.5 + 0.5; // contrast
#else
spots = (spots - 0.5) * 3.5 + 0.5; // contrast
#endif
spots += stars;
return spots * visibility / sampleCount * clamp01(noiseHeight) + clamp01(noiseHeight) -1.0;
}
return vec3(0.0);
}

View File

@ -0,0 +1,37 @@
#ifndef INCLUDE_CLOUD_COORD
#define INCLUDE_CLOUD_COORD
// Thanks to SixthSurge
vec2 GetRoundedCloudCoord(vec2 pos, float cloudRoundness) { // cloudRoundness is meant to be 0.125 for clouds and 0.35 for cloud shadows
vec2 coord = pos.xy + 0.5;
vec2 signCoord = sign(coord);
coord = abs(coord) + 1.0;
vec2 i, f = modf(coord, i);
f = smoothstep(0.5 - cloudRoundness, 0.5 + cloudRoundness, f);
coord = i + f;
return (coord - 0.5) * signCoord / 256.0;
}
vec3 ModifyTracePos(vec3 tracePos, int cloudAltitude) {
#if CLOUD_SPEED_MULT == 100
float wind = syncedTime;
#else
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
float wind = frameTimeCounter * CLOUD_SPEED_MULT_M;
#endif
#if INCREASED_RAIN_STRENGTH > 0
if (rainFactor > 0.01) wind *= 2.5;
#endif
#if CLOUD_DIRECTION == 1
tracePos.x += wind;
#else
tracePos.z += wind;
#endif
tracePos.z += cloudAltitude * 64.0;
tracePos.xz *= CLOUD_NARROWNESS;
return tracePos.xyz;
}
#endif

View File

@ -0,0 +1,126 @@
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/cloudColors.glsl"
#include "/lib/atmospherics/sky.glsl"
float InterleavedGradientNoiseForClouds() {
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
#ifdef TAA
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
#else
return fract(n);
#endif
}
#if SHADOW_QUALITY > -1
vec3 GetShadowOnCloudPosition(vec3 tracePos, vec3 cameraPos) {
vec3 wpos = PlayerToShadow(tracePos - cameraPos);
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
vec3 shadowPosition = vec3(vec2(wpos.xy / distortFactor), wpos.z * 0.2);
return shadowPosition * 0.5 + 0.5;
}
bool GetShadowOnCloud(vec3 tracePos, vec3 cameraPos, int cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
const float cloudShadowOffset = 0.5;
vec3 shadowPosition0 = GetShadowOnCloudPosition(tracePos, cameraPos);
if (length(shadowPosition0.xy * 2.0 - 1.0) < 1.0) {
float shadowsample0 = shadow2D(shadowtex0, shadowPosition0).z;
if (shadowsample0 == 0.0) return true;
}
return false;
}
#endif
#ifdef CLOUDS_REIMAGINED
#include "/lib/atmospherics/clouds/reimaginedClouds.glsl"
#endif
#ifdef CLOUDS_UNBOUND
#include "/lib/atmospherics/clouds/unboundClouds.glsl"
#endif
vec4 GetClouds(inout float cloudLinearDepth, float skyFade, vec3 cameraPos, vec3 playerPos, vec3 viewPos,
float lViewPos, float VdotS, float VdotU, float dither, vec3 auroraBorealis, vec3 nightNebula) {
vec4 clouds = vec4(0.0);
vec3 nPlayerPos = normalize(playerPos);
float lViewPosM = lViewPos < renderDistance * 1.5 ? lViewPos - 1.0 : 1000000000.0;
float skyMult0 = pow2(skyFade * 3.333333 - 2.333333);
float thresholdMix = pow2(clamp01(VdotU * 5.0));
float thresholdF = mix(far, 1000.0, thresholdMix * 0.5 + 0.5);
#ifdef DISTANT_HORIZONS
thresholdF = max(thresholdF, renderDistance);
#endif
thresholdF *= CLOUD_RENDER_DISTANCE;
#if RAINBOW_CLOUD != 0
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
wpos /= (abs(wpos.y) + length(wpos.xz));
vec3 rainbowColor = getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.35, 0.05);
cloudRainColor *= rainbowColor;
cloudAmbientColor *= rainbowColor;
cloudLightColor *= rainbowColor;
#endif
#if defined SPOOKY && BLOOD_MOON > 0
auroraSpookyMix = getBloodMoon(moonPhase, sunVisibility);
cloudAmbientColor *= 1.0 + auroraSpookyMix * vec3(19.0, -1.0, -1.0);
#endif
#ifdef AURORA_INFLUENCE
cloudAmbientColor = mix(AuroraAmbientColor(cloudAmbientColor, viewPos), cloudAmbientColor, auroraSpookyMix);
#endif
#ifdef CLOUDS_REIMAGINED
cloudAmbientColor *= 1.0 - 0.25 * rainFactor;
#endif
vec3 cloudColorMult = vec3(1.0);
#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
cloudColorMult *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
#endif
cloudAmbientColor *= cloudColorMult;
cloudLightColor *= cloudColorMult;
#if !defined DOUBLE_REIM_CLOUDS || defined CLOUDS_UNBOUND
clouds = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither);
#else
int maxCloudAlt = max(cloudAlt1i, cloudAlt2i);
int minCloudAlt = min(cloudAlt1i, cloudAlt2i);
if (abs(cameraPos.y - minCloudAlt) < abs(cameraPos.y - maxCloudAlt)) {
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither);
if (clouds.a == 0.0) {
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither);
}
} else {
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither);
if (clouds.a == 0.0) {
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither);
}
}
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
clouds.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
clouds.rgb *= moonPhaseInfluence;
#endif
#if AURORA_STYLE > 0
clouds.rgb += auroraBorealis * 0.1;
#endif
#ifdef NIGHT_NEBULA
clouds.rgb += nightNebula * 0.2;
#endif
return clouds;
}

View File

@ -0,0 +1,149 @@
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
const float cloudStretch = CLOUD_STRETCH * 5.5;
const float cloudHeightShader = cloudStretch * 2.0;
bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
tracePosM = ModifyTracePos(tracePos, cloudAltitude);
vec2 coord = GetRoundedCloudCoord(tracePosM.xz, CLOUD_ROUNDNESS);
#ifdef DEFERRED1
float noise = texture2D(colortex3, coord).b;
#else
float noise = texture2D(gaux4, coord).b;
#endif
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
threshold = pow2(pow2(pow2(threshold)));
return noise > threshold * 0.5 + 0.25;
}
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither) {
vec4 volumetricClouds = vec4(0.0);
float higherPlaneAltitude = cloudAltitude + cloudStretch;
float lowerPlaneAltitude = cloudAltitude - cloudStretch;
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
minPlaneDistance = max(minPlaneDistance, 0.0);
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
if (maxPlaneDistance < 0.0) return vec4(0.0);
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
int sampleCount = max(int(planeDistanceDif) / 16, 6);
#elif CLOUD_QUALITY_INTERNAL == 2
int sampleCount = max(int(planeDistanceDif) / 8, 12);
#elif CLOUD_QUALITY_INTERNAL == 3 || CLOUD_QUALITY_INTERNAL == 4
int sampleCount = max(int(planeDistanceDif), 12);
#endif
float stepMult = planeDistanceDif / sampleCount;
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
tracePos += traceAdd * dither;
tracePos.y -= traceAdd.y;
#ifdef FIX_AMD_REFLECTION_CRASH
sampleCount = min(sampleCount, 30); //BFARC
#endif
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
vec3 cloudPlayerPos = tracePos - cameraPos;
float lTracePos = length(cloudPlayerPos);
float lTracePosXZ = length(cloudPlayerPos.xz);
float cloudMult = 1.0;
if (lTracePosXZ > distanceThreshold) break;
if (lTracePos > lViewPosM) {
if (skyFade < 0.7) continue;
else cloudMult = skyMult0;
}
vec3 tracePosM;
if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
float lightMult = 1.0;
#if SHADOW_QUALITY > -1
float shadowLength = min(shadowDistance, far) * 0.9166667; //consistent08JJ622
if (shadowLength > lTracePos)
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
#ifdef CLOUD_CLOSED_AREA_CHECK
if (eyeBrightness.y != 240) continue;
else
#endif
lightMult = 0.25;
}
#endif
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudHeightShader;
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
#if CLOUD_QUALITY_INTERNAL >= 2
#ifdef DEFERRED1
float cloudShadingM = 1.0 - pow2(cloudShading);
#else
float cloudShadingM = 1.0 - cloudShading;
#endif
float gradientNoise = InterleavedGradientNoiseForClouds();
vec3 cLightPos = tracePosM;
vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
cLightPosAdd *= shadowTime;
float light = 2.0;
cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
#ifdef DEFERRED1
light -= texture2D(colortex3, GetRoundedCloudCoord(cLightPos.xz, CLOUD_ROUNDNESS)).b * cloudShadingM;
#else
light -= texture2D(gaux4, GetRoundedCloudCoord(cLightPos.xz, CLOUD_ROUNDNESS)).b * cloudShadingM;
#endif
cLightPos += gradientNoise * cLightPosAdd;
#ifdef DEFERRED1
light -= texture2D(colortex3, GetRoundedCloudCoord(cLightPos.xz, CLOUD_ROUNDNESS)).b * cloudShadingM;
#else
light -= texture2D(gaux4, GetRoundedCloudCoord(cLightPos.xz, CLOUD_ROUNDNESS)).b * cloudShadingM;
#endif
float VdotSM2 = VdotSM1 * shadowTime * 0.25;
VdotSM2 += 0.5 * cloudShading + 0.08;
cloudShading = VdotSM2 * light * lightMult;
#endif
vec3 colorSample = cloudAmbientColor + cloudLightColor * (0.07 + cloudShading);
#ifdef EPIC_THUNDERSTORM
vec3 lightningPos = getLightningPos(tracePos - cameraPosition, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 450.0, 0.0, 0) * isLightningActive() * 10.0;
colorSample += lightningAdd.y;
#endif
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, true, false);
#ifdef ATM_COLOR_MULTS
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
#ifndef DISTANT_HORIZONS
float cloudFogFactor = cloudDistanceFactor;
#else
float cloudFogFactor = pow1_5(clamp(distanceRatio, 0.0, 1.0)) * 0.75;
#endif
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -1 + 1.0; // mapped to 1 to 0 range
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
float skyMult2 = 1.0 - 0.33333 * skyFade;
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2);
colorSample *= pow2(1.0 - maxBlindnessDarkness);
cloudLinearDepth = sqrt(lTracePos / renderDistance);
volumetricClouds.a = pow(cloudDistanceFactor * 1.33333, 0.5 + 10.0 * pow(abs(VdotSM1), 90.0)) * cloudMult;
volumetricClouds.rgb = colorSample;
break;
}
}
return volumetricClouds;
}

View File

@ -0,0 +1,251 @@
#if CLOUD_UNBOUND_SIZE_MULT != 100
#define CLOUD_UNBOUND_SIZE_MULT_M CLOUD_UNBOUND_SIZE_MULT * 0.01
#endif
const float cloudStretchModified = max(0.25, float(CLOUD_STRETCH) * 1.9 - 0.9);
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
const float cloudStretchRaw = 11.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 2
const float cloudStretchRaw = 16.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 3
const float cloudStretchRaw = 18.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 4
const float cloudStretchRaw = 20.0 * cloudStretchModified;
#endif
#if CLOUD_UNBOUND_SIZE_MULT <= 100
const float cloudStretch = cloudStretchRaw;
#else
const float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
#endif
const float cloudHeightShader = cloudStretch * 2.0;
float GetCloudNoise(vec3 tracePos, int cloudAltitude, float lTracePosXZ, float cloudPlayerPosY) {
vec3 tracePosM = tracePos.xyz * 0.00016;
float wind = 0.0006;
#if INCREASED_RAIN_STRENGTH == 1
wind *= mix(1.0, 2.5, rainFactor);
#elif INCREASED_RAIN_STRENGTH == 2
if (rainFactor > 0.01) wind *= 2.5;
#endif
float noise = 0.0;
float currentPersist = 1.0;
float total = 0.0;
#if CLOUD_SPEED_MULT == 100
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
wind *= syncedTime;
#else
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
wind *= frameTimeCounter * CLOUD_SPEED_MULT_M;
#endif
#if CLOUD_UNBOUND_SIZE_MULT != 100
tracePosM *= CLOUD_UNBOUND_SIZE_MULT_M;
wind *= CLOUD_UNBOUND_SIZE_MULT_M;
#endif
#if CLOUD_QUALITY_INTERNAL == 1
int sampleCount = 2;
float persistance = 0.6;
float noiseMult = 0.95;
tracePosM *= 0.5; wind *= 0.5;
#elif CLOUD_QUALITY_INTERNAL == 2 || !defined DEFERRED1
int sampleCount = 4;
float persistance = 0.5;
float noiseMult = 1.07;
#elif CLOUD_QUALITY_INTERNAL == 3
int sampleCount = 4;
float persistance = 0.5;
float noiseMult = 1.0;
#elif CLOUD_QUALITY_INTERNAL == 4
int sampleCount = 5;
float persistance = 0.5;
float noiseMult = 1.05;
#endif
#ifndef DEFERRED1
noiseMult *= 1.2;
#endif
#if CLOUD_DIRECTION == 2
tracePosM.xz = tracePosM.zx;
#endif
for (int i = 0; i < sampleCount; i++) {
#if CLOUD_QUALITY_INTERNAL >= 2
noise += Noise3D(tracePosM + vec3(wind, 0.0, 0.0)) * currentPersist;
#else
noise += texture2D(noisetex, tracePosM.xz + vec2(wind, 0.0)).b * currentPersist;
#endif
total += currentPersist;
tracePosM *= 3.0;
wind *= 0.5;
currentPersist *= persistance;
}
noise = pow2(noise / total);
#ifndef DISTANT_HORIZONS
#define CLOUD_BASE_ADD 0.65
#define CLOUD_FAR_ADD 0.01
#define CLOUD_ABOVE_ADD 0.1
#else
#define CLOUD_BASE_ADD 0.9
#define CLOUD_FAR_ADD -0.005
#define CLOUD_ABOVE_ADD 0.03
#endif
float spookyCloudAdd = 0.0;
#ifdef SPOOKY
spookyCloudAdd = 0.5;
#endif
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -0.65 + 1.0; // mapped to 1 to 0.65 range
float seasonCloudAdd = 0.0;
#if SEASONS > 0
float autumnOnlyForests = 1.0;
#ifdef AUTUMN_CONDITION
autumnOnlyForests = inForest;
#endif
float autumnWinterTime = autumnTime + winterTime;
#if SNOW_CONDITION != 2
autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
#endif
#if SNOW_CONDITION == 0
autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
#endif
seasonCloudAdd += mix(0.0, 0.35, autumnWinterTime);
seasonCloudAdd += mix(0.0, -0.2, summerTime);
#endif
noiseMult *= CLOUD_BASE_ADD
+ CLOUD_FAR_ADD * sqrt(lTracePosXZ + 10.0) // more/less clouds far away
+ CLOUD_ABOVE_ADD * clamp01(-cloudPlayerPosY / cloudHeightShader) // more clouds when camera is above them
+ CLOUD_UNBOUND_RAIN_ADD * rainFactor + spookyCloudAdd + seasonCloudAdd; // more clouds during rain, Spooky and seasons
noise *= noiseMult * CLOUD_UNBOUND_AMOUNT * nightCloudRemove;
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
threshold = pow2(pow2(pow2(threshold)));
return noise - (threshold * 0.2 + 0.25);
}
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither) {
vec4 volumetricClouds = vec4(0.0);
float higherPlaneAltitude = cloudAltitude + cloudStretch;
float lowerPlaneAltitude = cloudAltitude - cloudStretch;
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
minPlaneDistance = max(minPlaneDistance, 0.0);
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
if (maxPlaneDistance < 0.0) return vec4(0.0);
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
#ifndef DEFERRED1
float stepMult = 32.0;
#elif CLOUD_QUALITY_INTERNAL == 1
float stepMult = 16.0;
#elif CLOUD_QUALITY_INTERNAL == 2
float stepMult = 24.0;
#elif CLOUD_QUALITY_INTERNAL == 3
float stepMult = 16.0;
#elif CLOUD_QUALITY_INTERNAL == 4
float stepMult = 24.0;
#endif
#if CLOUD_UNBOUND_SIZE_MULT > 100
stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
#endif
int sampleCount = int(planeDistanceDif / stepMult + dither + 1);
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
tracePos += traceAdd * dither;
tracePos.y -= traceAdd.y;
float firstHitPos = 0.0;
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
float VdotSM1M = VdotSM1 * invRainFactor;
float VdotSM2 = pow2(VdotSM1) * abs(sunVisibility - 0.5) * 2.0;
float VdotSM3 = VdotSM2 * (2.5 + rainFactor) + 1.5 * rainFactor;
#ifdef FIX_AMD_REFLECTION_CRASH
sampleCount = min(sampleCount, 30); //BFARC
#endif
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
if (abs(tracePos.y - cloudAltitude) > cloudStretch) break;
vec3 cloudPlayerPos = tracePos - cameraPos;
float lTracePos = length(cloudPlayerPos);
float lTracePosXZ = length(cloudPlayerPos.xz);
float cloudMult = 1.0;
if (lTracePosXZ > distanceThreshold) break;
if (lTracePos > lViewPosM) {
if (skyFade < 0.7) continue;
else cloudMult = skyMult0;
}
float cloudNoise = GetCloudNoise(tracePos, cloudAltitude, lTracePosXZ, cloudPlayerPos.y);
if (cloudNoise > 0.00001) {
#if defined CLOUD_CLOSED_AREA_CHECK && SHADOW_QUALITY > -1
float shadowLength = min(shadowDistance, far) * 0.9166667; //consistent08JJ622
if (shadowLength < lTracePos)
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
if (eyeBrightness.y != 240) continue;
}
#endif
if (firstHitPos < 1.0) {
firstHitPos = lTracePos;
#if CLOUD_QUALITY_INTERNAL == 1 && defined DEFERRED1
tracePos.y += 4.0 * (texture2D(noisetex, tracePos.xz * 0.001).r - 0.5);
#endif
}
float opacityFactor = min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudHeightShader;
cloudShading *= 1.0 + 0.75 * VdotSM3 * (1.0 - opacityFactor);
vec3 colorSample = cloudAmbientColor * (0.7 + 0.3 * cloudShading) + cloudLightColor * cloudShading;
//vec3 colorSample = 2.5 * cloudLightColor * pow2(cloudShading); // <-- Used this to take the Unbound logo
#ifdef EPIC_THUNDERSTORM
vec3 lightningPos = getLightningPos(tracePos - cameraPosition, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 550.0, 0.0, 0) * isLightningActive() * 10.0;
colorSample += lightningAdd.y;
#endif
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, true, false);
#ifdef ATM_COLOR_MULTS
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.8) * 1.25;
#ifndef DISTANT_HORIZONS
float cloudFogFactor = cloudDistanceFactor;
#else
float cloudFogFactor = clamp(distanceRatio, 0.0, 1.0);
#endif
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
float skyMult2 = 1.0 - 0.33333 * skyFade;
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2 * 0.72);
colorSample *= pow2(1.0 - maxBlindnessDarkness);
volumetricClouds.rgb = mix(volumetricClouds.rgb, colorSample, 1.0 - min1(volumetricClouds.a));
volumetricClouds.a += opacityFactor * pow(cloudDistanceFactor, 0.5 + 10.0 * pow(abs(VdotSM1M), 90.0)) * cloudMult;
if (volumetricClouds.a > 0.9) {
volumetricClouds.a = 1.0;
break;
}
}
}
if (volumetricClouds.a > 0.5) cloudLinearDepth = sqrt(firstHitPos / renderDistance);
return volumetricClouds;
}

View File

@ -0,0 +1,292 @@
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
const float healing_boundRadius = 6.0;
const float healing_ballRadius = 3.5;
const float healing_beamRadius = 0.6;
const float vortex_cylinderRadius = 3.0;
const float vortex_ballRadius = 5.0;
const float death_radius = 70.0;
#ifndef INCLUDE_ENDER_BEAMS
#ifdef GBUFFERS_WATER
float vlFactor = 0.5;
#endif
vec3 endDragonCol = vec3(E_DRAGON_BEAM_R, E_DRAGON_BEAM_G, E_DRAGON_BEAM_B) / 255.0 * E_DRAGON_BEAM_I;
vec3 beamCol = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - 1.0 * vlFactor) * E_BEAM_I;
#endif
vec3 endDragonColM = sqrt(endDragonCol);
vec3 beamColM = sqrt(beamCol);
float GetBallRadius(float state) {
return vortex_ballRadius * (1.0 + 4.0 * sqrt(1.0 - state));
}
float VortexWidth(float x, float ballRadius) {
if (x > 0.5 * ballRadius) {
float expScale = sqrt(0.75) * ballRadius - vortex_cylinderRadius;
return vortex_cylinderRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * ballRadius));
} else if (x > -ballRadius) {
return sqrt(pow2(ballRadius) - pow2(x));
}
return 0.0;
}
vec4 SampleEndCrystalVortex(vec3 relPos, vec2 state, vec2 noiseOffset) {
float thisBallRadius = GetBallRadius(state.s);
float beamFactor = smoothstep(-thisBallRadius, thisBallRadius, relPos.y);
float featureWidth = VortexWidth(relPos.y, thisBallRadius);
vec2 horizontalScaledPos = featureWidth > 0.0 ? relPos.xz / featureWidth : vec2(2.0);
float featureDist = length(horizontalScaledPos);
if (length(relPos.xz) > featureWidth) {
return vec4(0);
}
float beamStrength = 2.5 * beamFactor * (cos(featureDist * 3.1416) * 0.5 + 0.5) * pow2(max(0.0, 1 - pow2(0.005 / (0.9 * state.x + 0.1) / pow2(pow2(state.y)) * relPos.y))) * state.x;
float spiralStrength = 200 * beamFactor * pow(featureDist, 7) * pow2(1.0 - featureDist) * pow2(max(0.0, 1 - pow2(0.02 / (0.6 * state.x * state.x + 0.4) / state.y * relPos.y)));
float spiralAngle = (0.4 / vortex_cylinderRadius * relPos.y - 0.2 * pow2(min(0.0, -2.5 + relPos.y / thisBallRadius))) / (state.x + 0.2);
vec2 spiralPos = mat2(cos(spiralAngle), -sin(spiralAngle), sin(spiralAngle), cos(spiralAngle)) * horizontalScaledPos;
vec4 beamNoise = texture2D(noisetex, noiseOffset + 5.0 / noiseTextureResolution * horizontalScaledPos);
vec4 beamNoise2 = texture2D(noisetex, noiseOffset + 5.0 / noiseTextureResolution * vec2(relPos.y * 0.02 + 2.7 * beamNoise.gb - 3.6 * frameTimeCounter * 0.5));
vec4 spiralNoise = texture2D(noisetex, noiseOffset + 5.0 / noiseTextureResolution * spiralPos);
vec4 spiralNoise2 = texture2D(noisetex, noiseOffset + 20.0 / noiseTextureResolution * spiralPos);
return vec4(beamStrength * beamNoise.r * beamNoise2.r * endDragonColM + spiralStrength * pow2(spiralNoise.r) * (0.5 + spiralNoise2.r) * beamColM, beamStrength + spiralStrength) * 0.3;
}
vec4 SingleEndCrystalVortex(vec3 start, vec3 direction, vec3 center, vec2 state, float dither) {
const float stepSize = 0.5;
float invHorizontalDirLen = 1.0 / length(direction.xz);
float thisBallRadius = GetBallRadius(state.x);
float closestProgress = clamp(
dot(center.xz - start.xz, direction.xz) * pow2(invHorizontalDirLen),
-thisBallRadius * invHorizontalDirLen,
1.0 + thisBallRadius * invHorizontalDirLen);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos.xz - center.xz);
if (closestDist > thisBallRadius) {
return vec4(0);
}
float startProgress = closestProgress - sqrt((thisBallRadius * thisBallRadius - closestDist * closestDist)) * invHorizontalDirLen;
float endProgress = min(1.0, 2 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
vec2 noiseOffset = (center.xz + cameraPosition.xz + vec2(3.0, 1.6) * frameTimeCounter) * 0.005;
vec4 colour = vec4(0);
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
for (int k = 0; k < 100; k++) {
if (dist > endProgress) break;
colour += SampleEndCrystalVortex(start + dist * direction - center, state, noiseOffset);
dist += invHorizontalDirLen * stepSize;
}
return colour * stepSize * smoothstep(0.0, 1.0, state.x);
}
float EndCrystalBeamWidth(float x, float len) {
x = 0.5 * len - abs(x - 0.5 * len);
if (x <= -healing_ballRadius) return 0.0;
if (x < 0.5 * healing_ballRadius) return sqrt(pow2(healing_ballRadius) - pow2(x));
float expScale = sqrt(0.75) * healing_ballRadius - healing_beamRadius;
return healing_beamRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * healing_ballRadius));
}
vec4 SampleEndCrystalBeam(vec3 relPos, float len) {
float beamWidth = EndCrystalBeamWidth(relPos.x, len);
if (beamWidth > 0.0001) {
float beamFactor = smoothstep(0.0, 2.0 * healing_ballRadius, 0.5 * len - abs(relPos.x - 0.5 * len));
float noisyTime = frameTimeCounter + 0.4 * texture2D(noisetex, vec2(3.0 / noiseTextureResolution, frameTimeCounter / (0.45 * noiseTextureResolution))).r;
relPos.yz /= beamWidth;
float strength = 0.0;
vec3 healBeamColor = vec3(0);
for (int k = 0; k < 3; k++) {
vec2 noiseCoords = vec2(0.2 / noiseTextureResolution * relPos.x, 0 + vec2(k, 6 * k) / noiseTextureResolution);
vec4 zapNoise0 = texture2D(noisetex, noiseCoords + floor(8.0 * noisyTime) / noiseTextureResolution);
vec4 zapNoise1 = texture2D(noisetex, 3.3 * noiseCoords + floor(8.0 * noisyTime));
vec4 zapNoise2 = texture2D(noisetex, 6.8 * noiseCoords + (15.0 * frameTimeCounter));
vec2 thisRelPos = relPos.yz + beamFactor / beamWidth * (6.0 * zapNoise0.rb + 1.6 * zapNoise1.rb + 1.2 * zapNoise2.rb - (3.0 + 0.8 + 0.6));
vec4 sideNoise = texture2D(noisetex, (7.0 * thisRelPos.xy) / noiseTextureResolution);
vec3 colorNoise = texture2D(noisetex, 4.0 * noiseCoords + floor(12.0 * noisyTime) / noiseTextureResolution).rgb;
float centerDist0 = length(thisRelPos.xy);
float centerDist = centerDist0 - 1.2;
strength = max(strength, clamp( -centerDist, 0.0, 0.2) * pow2(max(0.0, 1.0 - pow2((centerDist0 - 1.0) * beamWidth * 0.5))) * mix(1.0, sideNoise.b, beamWidth / healing_ballRadius));
healBeamColor = mix(clamp01(saturateColors(beamColM, 0.8) - sideNoise.rgb * 0.08), saturateColors(beamColM, 1.3) * 1.3, colorNoise);
}
return strength / beamWidth * vec4(healBeamColor * 0.5, 1.0) + 0.2 * beamFactor * exp(-6.0 * dot(relPos.yz, relPos.yz)) * vec4(endDragonColM * 2.2, 1.0);
}
return vec4(0.0);
}
vec4 EndCrystalBeam(vec3 start, vec3 direction, vec3 startPos, vec3 endPos, float dither) {
vec3 startDiff = start - startPos;
vec3 beamDirection = endPos - startPos;
mat3 rotMat;
rotMat[0] = normalize(beamDirection);
rotMat[1] = normalize(cross(beamDirection, vec3(-2e-4, 1, 1e-5)));
rotMat[2] = cross(rotMat[0], rotMat[1]);
start *= rotMat;
startPos *= rotMat;
beamDirection *= rotMat;
direction *= rotMat;
const float stepSize = 0.5;
float invHorizontalDirLen = 1.0 / length(direction.yz);
float closestProgress = clamp(
dot(startPos.yz - start.yz, direction.yz) * pow2(invHorizontalDirLen),
-healing_boundRadius * invHorizontalDirLen,
1.0 + healing_boundRadius * invHorizontalDirLen);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos.yz - startPos.yz);
if (closestDist > healing_boundRadius) {
return vec4(0);
}
float startProgress = closestProgress - sqrt((healing_boundRadius * healing_boundRadius - closestDist * closestDist)) * invHorizontalDirLen;
float endProgress = min(1.0, 2 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
vec4 colour = vec4(0);
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
for (int k = 0; k < 100; k++) {
if (dist > endProgress) break;
colour += SampleEndCrystalBeam(start + dist * direction - startPos, beamDirection.x);
dist += invHorizontalDirLen * stepSize;
}
return 3.0 * log(length(colour) * stepSize + 1.0) * normalize(colour + 0.0000001);
}
float GetDragonDeathFactor(float dragonDeathTime) {
return 0.02 * dragonDeathTime * exp(0.1 * dragonDeathTime);
}
vec4 SampleDeathBuildup(vec3 relPos, float dragonDeathTime) {
float effectFactor = GetDragonDeathFactor(dragonDeathTime);
float effectRadius = death_radius * effectFactor;
float sizeNoiseFactor = 1.0 + 0.3 * texture2D(noisetex, vec2(0.2, dragonDeathTime * 5.0 / noiseTextureResolution)).r;
float centerDist = length(relPos) / effectRadius;
relPos *= sizeNoiseFactor;
float angle = centerDist * 5.0 / log(dragonDeathTime * 0.6 + 1.0);
mat2 rotMat = mat2(
cos(angle), sin(angle),
-sin(angle), cos(angle)
);
relPos.xz = rotMat * relPos.xz;
vec2 val = pow(fract(hash23(floor(0.8 * relPos + 2.7 * sign(relPos) * exp(0.3 * dragonDeathTime)))), vec2(40.0 * pow2(centerDist))) * (1.0 - centerDist);
return 0.1 * (vec4(beamColM, 1.0) * (val.x + 0.4 * exp(-8.0 * pow2(centerDist))) + vec4(endDragonColM, 1.0) * (val.y + 0.1 * exp(-3.0 * pow2(centerDist))));
}
vec4 DragonDeathAnimation(vec3 start, vec3 direction, vec3 dragonPos, float dragonDeathTime, float dragonDeathFactor, float dither) {
float dirLen = length(direction);
float closestProgress = dot(dragonPos - start, direction) / pow2(dirLen);
vec4 colour = vec4(0);
if (dragonDeathFactor >= 0.99) {
float effectRadius = death_radius * GetDragonDeathFactor(dragonDeathTime);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos - dragonPos);
if (closestDist >= effectRadius) return vec4(0.0);
float stepSize = 0.5 / dirLen;
float startProgress = closestProgress - sqrt(pow2(effectRadius) - pow2(closestDist)) / dirLen;
float endProgress = min(1.0, 2.0 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
float dist = startProgress + stepSize * dither;
for (int k = 0; k < 150; k++) {
if (dist > endProgress) break;
colour += SampleDeathBuildup(start + dist * direction - dragonPos, dragonDeathTime);
dist += stepSize;
}
colour *= stepSize * dirLen;
} else {
vec3 closestPos = start + clamp(closestProgress, 0.0, 1.0) * direction;
float closestDist = length(dragonPos - closestPos);
colour = vec4(endDragonColM + 0.5 * beamColM, 1.0) * (0.4 * death_radius * (1.0 - exp(-dirLen/(4.0 * death_radius))) * exp(-10.0 * (1.0 - dragonDeathFactor) - closestDist * closestDist / (death_radius * death_radius)) * dragonDeathFactor);
}
return colour;
}
vec4 EndCrystalVortices(vec3 start, vec3 direction, float dither) {
vec4 color = vec4(0);
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1 || DRAGON_DEATH_EFFECT_INTERNAL > 0
ivec4 rawDragonPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
);
vec3 dragonPos = rawDragonPos.xyz != ivec3(0) ? 0.0001 * rawDragonPos.xyz : vec3(0.5, 80.5, 0.5) - cameraPosition;
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
vec3[15] healBeamEndPositions;
int isTarget = 0;
int healBeamCount = 15;
for (int k = 0; k < 15; k++) {
ivec4 rawPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(20 + k, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 8), 0).r
);
if (rawPos.w == 0) {
healBeamCount = k;
break;
}
healBeamEndPositions[k] = vec3(rawPos.xyz) / rawPos.w;
isTarget |= (length(healBeamEndPositions[k].xz + cameraPosition.xz - 0.5) < 4.5 || length(dragonPos - healBeamEndPositions[k]) < 5.0) ? 1 << k : 0;
}
#endif
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
for (int k = 0; k < 20; k++) {
if (texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r <= 0) continue;
ivec4 rawPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(k, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r
);
if (rawPos.w <= 0) {
continue;
}
int age = texelFetch(endcrystal_sampler, ivec2(k, 9), 0).r;
vec3 pos = rawPos.xyz * 0.0001;
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
for (int i = 0; i < healBeamCount; i++) {
isTarget |= length(pos - healBeamEndPositions[i]) < 4.5 ? 1<<(i+15) : 0;
}
#endif
vec2 state = vec2(clamp(rawPos.w / 15000.0, 0.0, 1.0), 1.00001 - exp(-0.0001 * age));
color += pow2(SingleEndCrystalVortex(start, direction, pos, state, dither));
}
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
for (int k = 0; k < healBeamCount; k++) {
for (int l = k+1; l < healBeamCount; l++) {
if (
((isTarget >> k & 1) == 0 ^^ (isTarget >> l & 1) == 0)
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
&& ((isTarget >> k + 15 & 1) == 0 ^^ (isTarget >> l + 15 & 1) == 0)
#endif
) {
vec3 pos0 = healBeamEndPositions[k];
vec3 pos1 = healBeamEndPositions[l];
if (pos0.y > pos1.y) {
vec3 tmp = pos0;
pos0 = pos1;
pos1 = tmp;
}
color += pow2(EndCrystalBeam(start, direction, pos0, pos1, dither));
}
}
}
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
float dragonDeathTime = 0.0001 * rawDragonPos.w;
float dragonDeathFactor = 0.0001 * isDying;
// dragonDeathTime = mod(frameTimeCounter, 22.0);
// dragonDeathFactor = 2.2 - 0.1 * dragonDeathTime;
// dragonPos = vec3(0, 80, 0) - cameraPosition;
if (dragonDeathFactor > 0.001) {
color += pow2(DragonDeathAnimation(start, direction, dragonPos, dragonDeathTime, dragonDeathFactor, dither));
}
#endif
return sqrt(color) * (1.0 - maxBlindnessDarkness);
}

View File

@ -0,0 +1,63 @@
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
vec2 RayAABoxIntersection(vec2 start, vec2 dir, vec2 lower, vec2 upper) {
dir += 0.000001 * vec2(equal(dir, vec2(0)));
vec2 front = mix(upper, lower, 0.5 * sign(dir) + 0.5);
vec2 back = mix(lower, upper, 0.5 * sign(dir) + 0.5);
vec2 front_iscts = (front - start) / dir;
vec2 back_iscts = (back - start) / dir;
float front_isct = max(front_iscts.x, front_iscts.y);
float back_isct = min(back_iscts.x , back_iscts.y );
return front_isct < back_isct ? vec2(front_isct, back_isct) : vec2(-1);
}
vec4 GetEndPortalBeamNoise(vec3 relPos) {
float colMixFactor = texture(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(-0.5, 1.5)) * 10.0 / noiseTextureResolution).r;
float strengthMul = texture(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(1.5, -1.0)) * 5.0 / noiseTextureResolution + 0.2).r;
colMixFactor = pow2(pow2(colMixFactor));
strengthMul = pow2(strengthMul);
vec3 col = mix(vec3(0.1137, 0.5569, 0.5255), vec3(0.3725, 0.8863, 0.749), colMixFactor);
float strength
= float(relPos.y > 0 && relPos.y < 2)
* (2 - relPos.y)
/ (3 * relPos.y*relPos.y*relPos.y + 1)
* (strengthMul + 0.5);
return pow2(vec4(col, 1) * strength);
}
vec4 GetEndPortalBeam(vec3 start, vec3 dir) {
if (texelFetch(endcrystal_sampler, ivec2(35, 4), 0).r == 1) {
ivec4 rawPortalPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
);
if (rawPortalPos.w > 0) {
vec3 portalPos = floor(vec3(rawPortalPos.xyz) / max(1, rawPortalPos.w) + 0.5) + 0.5 - cameraPositionFract;
vec2 iscts = RayAABoxIntersection(start.xz, dir.xz, portalPos.xz - 1.49, portalPos.xz + 1.49);
int validIsctCount = 0;
vec3[2] isctPositions;
for (int k = 0; k < 2; k++) {
if (iscts[k] > 0.0 && iscts[k] < 1.0) {
isctPositions[validIsctCount++] = start + iscts[k] * dir;
}
}
vec4 col = vec4(0.0);
for (int k = 0; k < validIsctCount; k++) {
col += GetEndPortalBeamNoise(isctPositions[k] - portalPos);
}
vec3 absDir = abs(dir);
float maxDir = max(absDir.x, max(absDir.y, absDir.z));
float transition = 1.0 - pow3(min1(maxDir / mix(40, 10, maxBlindnessDarkness) * 2.0)); // fade to 0 when close to the range limit (32 blocks)
col *= transition;
return col;
}
}
return vec4(0.0);
}

View File

@ -0,0 +1,66 @@
#ifndef INCLUDE_ENDER_BEAMS
#define INCLUDE_ENDER_BEAMS
#include "/lib/colors/lightAndAmbientColors.glsl"
vec3 endDragonCol = vec3(E_DRAGON_BEAM_R, E_DRAGON_BEAM_G, E_DRAGON_BEAM_B) / 255.0 * E_DRAGON_BEAM_I;
vec3 beamCol = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - 1.0 * vlFactor) * E_BEAM_I;
vec3 beamDragon = endDragonCol * (300.0 + 700.0 * vlFactor);
vec2 wind = vec2(syncedTime * 0.00);
float BeamNoise(vec2 planeCoord, vec2 wind) {
float noise = texture2D(noisetex, planeCoord * 0.175 - wind * 0.0625).b;
noise+= texture2D(noisetex, planeCoord * 0.04375 + wind * 0.0375).b * 5.0;
return noise;
}
vec3 DrawEnderBeams(float VdotU, vec3 playerPos) {
int sampleCount = 8;
float VdotUM = 1.0 - VdotU * VdotU;
float VdotUM2 = VdotUM + smoothstep1(pow2(pow2(1.0 - abs(VdotU)))) * 0.2;
vec4 beams = vec4(0.0);
float gradientMix = 1.0;
for (int i = 0; i < sampleCount; i++) {
vec2 planeCoord = playerPos.xz + cameraPosition.xz;
planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014;
float noise = BeamNoise(planeCoord, wind);
#ifndef BEAMS_NEAR_PLAYER
noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0;
#else
noise = max(0.75 - 1.0 / abs(noise - (4.0 + dot(upVec, upVec) * 2.0)), 0.0) * 3.0;
#endif
if (noise > 0.0) {
noise *= 0.65;
float fireNoise = texture2D(noisetex, abs(planeCoord * 0.2) - wind).b;
noise *= 0.5 * fireNoise + 0.75;
noise = noise * noise * 3.0 / sampleCount;
#ifndef BEAMS_NEAR_PLAYER
noise *= VdotUM2;
#endif
vec3 beamColor = beamCol;
beamColor += beamDragon * pow2(pow2(fireNoise - 0.5));
beamColor *= gradientMix / sampleCount;
noise *= exp2(-6.0 * i / float(sampleCount));
beams += vec4(noise * beamColor, noise);
}
gradientMix += 1.0;
}
#ifdef EPIC_THUNDERSTORM
beams.rgb += 0.2 * isLightningActive();
#endif
beams.rgb *= beams.a * beams.a * beams.a * 3.5;
beams.rgb = sqrt(beams.rgb);
return beams.rgb;
}
#endif //INCLUDE_ENDER_BEAMS

View File

@ -0,0 +1,47 @@
vec3 GetEnderStars(vec3 viewPos, float VdotU, float sizeMult, float starAmount) {
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
vec3 starCoord = 0.65 * wpos / (abs(wpos.y) + length(wpos.xz));
vec2 starCoord2 = starCoord.xz * 0.5 / (END_STAR_SIZE * sizeMult);
starCoord2 += VdotU < 0.0 ? 100.0 : 0.0;
const float starFactor = 1024.0;
vec2 fractPart = fract(starCoord2 * starFactor);
starCoord2 = floor(starCoord2 * starFactor) / starFactor;
float star = GetStarNoise(starCoord2.xy) * GetStarNoise(starCoord2.xy+0.1) * GetStarNoise(starCoord2.xy+0.23);
#if END_STAR_AMOUNT == 0
star = max0(star - 0.77);
#elif END_STAR_AMOUNT == 2
star = max0((star + 0.15) * 0.9 - 0.7);
#elif END_STAR_AMOUNT == 3
star = max0((star + 0.4) * 0.8 - 0.7);
#elif END_STAR_AMOUNT == 4
star = max0((star + 0.5) * 0.8 - 0.7);
#else
star = max0(star - 0.7);
#endif
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_END);
star = max0(star - starAmount * 0.1);
star *= star;
vec3 starColor = GetStarColor(starCoord2,
endSkyColor,
vec3(STAR_COLOR_1_END_R, STAR_COLOR_1_END_G, STAR_COLOR_1_END_B),
vec3(STAR_COLOR_2_END_R, STAR_COLOR_2_END_G, STAR_COLOR_2_END_B),
vec3(STAR_COLOR_3_END_R, STAR_COLOR_3_END_G, STAR_COLOR_3_END_B),
STAR_COLOR_VARIATION_END);
vec3 enderStars = star * starColor * 3000.0 * END_STAR_BRIGHTNESS;
float VdotUM1 = abs(VdotU);
float VdotUM2 = pow2(1.0 - VdotUM1);
enderStars *= VdotUM1 * VdotUM1 * (VdotUM2 + 0.015) + 0.015;
#if END_TWINKLING_STARS > 0
enderStars *= getTwinklingStars(starCoord2, float(END_TWINKLING_STARS));
#endif
return enderStars;
}

View File

@ -0,0 +1,42 @@
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
const float rainBloomAdd = 8.0;
const float nightBloomAdd = 3.0;
const float caveBloomAdd = 14.0;
const float waterBloomAdd = 14.0;
#ifdef BORDER_FOG
const float netherBloomAdd = 14.0;
#else
const float netherBloomAdd = 3.0;
#endif
float GetBloomFog(float lViewPos) {
#ifdef OVERWORLD
float bloomFog = pow2(pow2(1.0 - exp(-lViewPos * (0.02 + 0.04 * float(isEyeInWater == 1)))));
float bloomFogMult;
if (isEyeInWater != 1) {
bloomFogMult = (rainFactor2 * rainBloomAdd + nightBloomAdd * (1.0 - sunFactor)) * eyeBrightnessM;
#ifdef CAVE_FOG
bloomFogMult += GetCaveFactor() * caveBloomAdd;
#endif
} else {
bloomFogMult = waterBloomAdd;
}
#elif defined NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
float bloomFog = lViewPos / clamp(farM, 96.0, 256.0);
bloomFog *= bloomFog * bloomFog;
bloomFog = 1.0 - exp(-8.0 * bloomFog);
bloomFog *= float(isEyeInWater == 0);
float bloomFogMult = netherBloomAdd;
#endif
bloomFogMult *= BLOOM_STRENGTH * 8.33333;
return 1.0 + bloomFog * bloomFogMult;
}

View File

@ -0,0 +1,16 @@
#ifndef INCLUDE_CAVE_FACTOR
#define INCLUDE_CAVE_FACTOR
float GetCaveFactor() {
return clamp(1.0 - cameraPosition.y / oceanAltitude, 0.0, 1.0 - eyeBrightnessM);
}
vec3 caveFogColorRaw = vec3(CAVE_FOG_R, CAVE_FOG_G, CAVE_FOG_B) / 255 * CAVE_FOG_I;
#if MINIMUM_LIGHT_MODE <= 1
vec3 caveFogColor = caveFogColorRaw * 0.7;
#elif MINIMUM_LIGHT_MODE == 2
vec3 caveFogColor = caveFogColorRaw * (0.7 + 0.3 * vsBrightness); // Default
#elif MINIMUM_LIGHT_MODE >= 3
vec3 caveFogColor = caveFogColorRaw;
#endif
#endif

View File

@ -0,0 +1,68 @@
vec3 GetColoredLightFog(vec3 nPlayerPos, vec3 translucentMult, float lViewPos, float lViewPos1, float dither) {
vec3 lightFog = vec3(0.0);
float stepMult = 8.0;
#ifdef CAVE_SMOKE
float caveFactor = GetCaveFactor();
#endif
float maxDist = min(effectiveACLdistance * 0.5, far);
int sampleCount = int(maxDist / stepMult + 0.001);
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = traceAdd * dither;
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
float lTracePos = length(tracePos);
if (lTracePos > lViewPos1) break;
if (any(greaterThan(abs(tracePos * 2.0), vec3(voxelVolumeSize)))) break;
vec3 voxelPos = SceneToVoxel(tracePos);
voxelPos = clamp01(voxelPos / vec3(voxelVolumeSize));
vec4 lightVolume = GetLightVolume(voxelPos);
vec3 lightSample = lightVolume.rgb;
float lTracePosM = length(
vec3(
tracePos.x,
#if COLORED_LIGHTING_INTERNAL <= 512
tracePos.y * 2.0,
#elif COLORED_LIGHTING_INTERNAL == 768
tracePos.y * 3.0,
#elif COLORED_LIGHTING_INTERNAL == 1024
tracePos.y * 4.0,
#endif
tracePos.z
)
);
lightSample *= max0(1.0 - lTracePosM / maxDist);
lightSample *= pow2(min1(lTracePos * 0.03125));
#ifdef CAVE_SMOKE
if (caveFactor > 0.00001) {
vec3 smokePos = 0.0025 * (tracePos + cameraPosition);
vec3 smokeWind = frameTimeCounter * vec3(0.006, 0.003, 0.0);
float smoke = Noise3D(smokePos + smokeWind)
* Noise3D(smokePos * 3.0 - smokeWind)
* Noise3D(smokePos * 9.0 + smokeWind);
smoke = smoothstep1(smoke);
lightSample *= mix(1.0, smoke * 16.0, caveFactor);
lightSample += caveFogColor * pow2(smoke) * 0.05 * caveFactor;
}
#endif
if (lTracePos > lViewPos) lightSample *= translucentMult;
lightFog += lightSample;
}
#ifdef NETHER
lightFog *= netherColor * 5.0;
#endif
lightFog *= 1.0 - maxBlindnessDarkness;
return pow(lightFog / sampleCount, vec3(0.25));
}

View File

@ -0,0 +1,296 @@
#if defined ATM_COLOR_MULTS || defined SPOOKY
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#ifdef BORDER_FOG
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#elif defined NETHER || defined END
#include "/lib/colors/skyColors.glsl"
#endif
void DoBorderFog(inout vec3 color, inout float skyFade, float lPos, float VdotU, float VdotS, float dither, inout float fog) {
#ifdef OVERWORLD
fog = lPos / renderDistance;
#ifdef SPOOKY
fog = pow2(fog);
#else
fog = pow2(pow2(fog));
#ifndef DISTANT_HORIZONS
fog = pow2(pow2(fog));
#endif
#endif
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_OVERWORLD * fog);
#endif
#ifdef NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
fog = lPos / farM;
fog = fog * 0.3 + 0.7 * pow(fog * BORDER_FOG_DISTANCE_NETHER / 3, 256.0 / max(farM, 256.0));
#endif
#ifdef END
fog = lPos / renderDistance;
fog = pow2(pow2(fog));
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_END * fog);
#endif
#ifdef DREAM_TWEAKED_BORDERFOG
fog *= fog * 0.5;
#endif
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetSky(VdotU, VdotS, dither, true, false);
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_OVERWORLD
#elif defined NETHER
vec3 fogColorM = netherColor;
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_NETHER
#else
vec3 fogColorM = endSkyColor;
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_END
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
fog *= BORDER_FOG_DENSITY;
color = mix(color, fogColorM, fog);
#ifndef GBUFFERS_WATER
skyFade = fog;
#else
skyFade = fog * (1.0 - isEyeInWater);
#endif
}
}
#endif
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
void DoCaveFog(inout vec3 color, float lViewPos, inout float fog) {
fog = GetCaveFactor() * (0.9 - 0.9 * exp(- lViewPos * 0.015 * CAVE_FOG_DENSITY));
color = mix(color, caveFogColor, fog);
}
#endif
#ifdef ATMOSPHERIC_FOG
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/skyColors.glsl"
// SRATA: Atm. fog starts reducing above this altitude
// CRFTM: Atm. fog continues reducing for this meters
#ifdef OVERWORLD
#define atmFogSRATA ATM_FOG_ALTITUDE + 0.1
#ifndef DISTANT_HORIZONS
float atmFogCRFTM = 60.0;
#else
float atmFogCRFTM = 90.0;
#endif
vec3 GetAtmFogColor(float altitudeFactorRaw, float VdotS) {
vec3 atmFogColor = vec3(ATMOSPHERIC_FOG_R, ATMOSPHERIC_FOG_G, ATMOSPHERIC_FOG_B) * ATMOSPHERIC_FOG_I / 255;
#ifdef RADIOACTIVE_ATMOSPHERIC_FOG
atmFogColor *= GetLuminance(atmFogColor) * 10;
#endif
#ifdef SPOOKY
atmFogColor *= 0.5;
#endif
float nightFogMult = 2.5 - 0.625 * max(pow2(pow2(altitudeFactorRaw)), rainFactor);
float dayNightFogBlend = pow(invNightFactor, 4.0 - VdotS - 2.5 * sunVisibility2);
return atmFogColor * mix(
nightUpSkyColor * (nightFogMult - dayNightFogBlend * nightFogMult),
dayDownSkyColor * (0.9 + 0.2 * noonFactor),
dayNightFogBlend
);
}
#else
float atmFogSRATA = 55.1;
float atmFogCRFTM = 30.0;
#endif
float GetAtmFogAltitudeFactor(float altitude) {
float altitudeFactor = pow2(1.0 - clamp(altitude - atmFogSRATA, 0.0, atmFogCRFTM) / atmFogCRFTM);
#ifndef LIGHTSHAFTS_ACTIVE
altitudeFactor = mix(altitudeFactor, 1.0, rainFactor * 0.2);
#endif
return altitudeFactor;
}
void DoAtmosphericFog(inout vec3 color, vec3 playerPos, float lViewPos, float VdotS, inout float fog) {
#ifndef DISTANT_HORIZONS
float renDisFactor = min1(192.0 / renderDistance);
#if ATM_FOG_DISTANCE != 100
#define ATM_FOG_DISTANCE_M 100.0 / ATM_FOG_DISTANCE;
renDisFactor *= ATM_FOG_DISTANCE_M;
#endif
#ifdef SPOOKY
renDisFactor *= 100.0;
#endif
fog = 1.0 - exp(-pow(lViewPos * (0.001 - 0.0007 * rainFactor), 2.0 - rainFactor2) * lViewPos * renDisFactor);
#else
fog = pow2(1.0 - exp(-max0(lViewPos - 40.0) * (0.7 + 0.7 * rainFactor) / ATM_FOG_DISTANCE));
#endif
float atmFogA = 1.0;
#ifndef SPOOKY
atmFogA *= ATMOSPHERIC_FOG_DENSITY * ATM_FOG_MULT;
#endif
fog *= atmFogA - 0.1 - 0.15 * invRainFactor;
float altitudeFactorRaw = GetAtmFogAltitudeFactor(playerPos.y + cameraPosition.y);
#ifndef DISTANT_HORIZONS
float altitudeFactor = altitudeFactorRaw * 0.9 + 0.1;
#else
float altitudeFactor = altitudeFactorRaw * 0.8 + 0.2;
#endif
#ifdef OVERWORLD
altitudeFactor *= 1.0 - 0.75 * GetAtmFogAltitudeFactor(cameraPosition.y) * invRainFactor;
#if defined SPECIAL_BIOME_WEATHER || RAIN_STYLE == 2
#if RAIN_STYLE == 2
float factor = 1.0;
#else
float factor = max(inSnowy, inDry);
#endif
float fogFactor = 4.0;
#ifdef SPECIAL_BIOME_WEATHER
fogFactor += 2.0 * inDry;
#endif
float fogIntense = pow2(1.0 - exp(-lViewPos * fogFactor / ATM_FOG_DISTANCE));
fog = mix(fog, fogIntense / altitudeFactor, 0.8 * rainFactor * factor);
#endif
#ifdef CAVE_FOG
fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
fog *= 1.0 - GetCaveFactor();
#ifdef SPOOKY
fog *= 1.5;
fog *= mix(1.0, 0.6, rainFactor);
#endif
#else
fog *= eyeBrightnessM;
#endif
#else
fog *= 0.5;
#endif
fog *= altitudeFactor;
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetAtmFogColor(altitudeFactorRaw, VdotS);
#else
vec3 fogColorM = endSkyColor * 1.5;
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
color = mix(color, fogColorM, fog);
}
}
#endif
#include "/lib/atmospherics/fog/waterFog.glsl"
void DoWaterFog(inout vec3 color, float lViewPos) {
float fog = GetWaterFog(lViewPos);
float spookyWaterFog = 1.0;
#ifdef SPOOKY
spookyWaterFog = 0.7;
#endif
color = mix(color, waterFogColor, fog) * spookyWaterFog;
}
void DoLavaFog(inout vec3 color, float lViewPos) {
float fog = (lViewPos * 3.0 - gl_Fog.start) * gl_Fog.scale;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, fogColor * 5.0, fog);
}
void DoPowderSnowFog(inout vec3 color, float lViewPos) {
float fog = lViewPos;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, fogColor, fog);
}
void DoBlindnessFog(inout vec3 color, float lViewPos) {
float fog = lViewPos * 0.3 * blindness;
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, vec3(0.0), fog);
}
void DoDarknessFog(inout vec3 color, float lViewPos) {
float fog = lViewPos * 0.075 * darknessFactor;
fog *= fog;
fog *= fog;
color *= exp(-fog);
}
void DoFog(inout vec3 color, inout float skyFade, float lViewPos, vec3 playerPos, float VdotU, float VdotS, float dither) {
float caveFogAdd = 0.0;
float atmosphericFogAdd = 0.0;
float borderFogAdd = 0.0;
#ifdef CAVE_FOG
DoCaveFog(color, lViewPos, caveFogAdd);
#endif
#ifdef ATMOSPHERIC_FOG
DoAtmosphericFog(color, playerPos, lViewPos, VdotS, atmosphericFogAdd);
#endif
#ifdef BORDER_FOG
DoBorderFog(color, skyFade, max(length(playerPos.xz), abs(playerPos.y)), VdotU, VdotS, dither, borderFogAdd);
#endif
float fogAddition = max(max(caveFogAdd, atmosphericFogAdd), borderFogAdd);
if (isEyeInWater == 1) DoWaterFog(color, lViewPos);
else if (isEyeInWater == 2) DoLavaFog(color, lViewPos);
else if (isEyeInWater == 3) DoPowderSnowFog(color, lViewPos);
if (blindness > 0.00001) DoBlindnessFog(color, lViewPos);
if (darknessFactor > 0.00001) DoDarknessFog(color, lViewPos);
}

View File

@ -0,0 +1,19 @@
#ifndef INCLUDE_WATER_FOG
#define INCLUDE_WATER_FOG
float GetWaterFog(float lViewPos) {
#if WATER_FOG_MULT != 100
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
lViewPos *= WATER_FOG_MULT_M;
#endif
#if LIGHTSHAFT_QUALI > 0 && SHADOW_QUALITY > -1
float fog = lViewPos / 48.0;
fog *= fog;
#else
float fog = lViewPos / 32.0;
#endif
return 1.0 - exp(-fog);
}
#endif

View File

@ -0,0 +1,43 @@
vec3 GetNetherNoise(vec3 viewPos, float VdotU, float dither) {
float visibility = clamp01(VdotU * 1.875 - 0.225);
visibility *= 1.0 - VdotU * 0.75 - maxBlindnessDarkness;
if (visibility > 0.0) {
vec3 spots = vec3(0.0);
float eyeAltitude1 = eyeAltitude * 0.005;
float noiseHeightFactor = max(0.0, 1.5 - eyeAltitude1 / (eyeAltitude1 + 1.0));
noiseHeightFactor *= noiseHeightFactor;
float noiseHeight = noiseHeightFactor * 0.5;
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
wpos.xz /= wpos.y;
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
cameraPositionM.x += frameTimeCounter * 0.004;
int sampleCount = 10;
int sampleCountP = sampleCount + 5;
float ditherM = dither + 5.0;
float wind = fract(frameTimeCounter * 0.0125);
for (int i = 0; i < sampleCount; i++) {
float current = pow2((i + ditherM) / sampleCountP);
vec2 planePos = wpos.xz * (0.8 + current) * noiseHeight;
planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 1.5;
float noiseSpots = texture2D(noisetex, planePos * 0.5).g;
vec3 noise = texture2D(noisetex, vec2(noiseSpots) + wind).g * netherColor * 2.5 - netherColor * 1.3;
float currentM = 1.0 - current;
spots += noise * currentM * 6.0;
}
#ifdef EPIC_THUNDERSTORM
spots += 2.0 * isLightningActive();
#endif
return spots * visibility / sampleCount;
}
return vec3(0.0);
}

View File

@ -0,0 +1,78 @@
vec4 GetNetherStorm(vec3 color, vec3 translucentMult, vec3 nPlayerPos, vec3 playerPos, float lViewPos, float lViewPos1, float dither) {
if (isEyeInWater != 0) return vec4(0.0);
vec4 netherStorm = vec4(1.0, 1.0, 1.0, 0.0);
#ifdef BORDER_FOG
float maxDist = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
#else
float maxDist = renderDistance;
#endif
#ifndef LOW_QUALITY_NETHER_STORM
int sampleCount = int(maxDist / 8.0 + 0.001);
vec3 traceAdd = nPlayerPos * maxDist / sampleCount;
vec3 tracePos = cameraPosition;
tracePos += traceAdd * dither;
#else
int sampleCount = int(maxDist / 16.0 + 0.001);
vec3 traceAdd = 0.75 * nPlayerPos * maxDist / sampleCount;
vec3 tracePos = cameraPosition;
tracePos += traceAdd * dither;
tracePos += traceAdd * sampleCount * 0.25;
#endif
vec3 translucentMultM = pow(translucentMult, vec3(1.0 / sampleCount));
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
vec3 tracedPlayerPos = tracePos - cameraPosition;
float lTracePos = length(tracedPlayerPos);
if (lTracePos > lViewPos1) break;
vec3 wind = vec3(frameTimeCounter * 0.002);
vec3 tracePosM = tracePos * 0.001;
tracePosM.y += tracePosM.x;
tracePosM += Noise3D(tracePosM - wind) * 0.01;
tracePosM = tracePosM * vec3(2.0, 0.5, 2.0);
float traceAltitudeM = abs(tracePos.y - NETHER_STORM_LOWER_ALT);
if (tracePos.y < NETHER_STORM_LOWER_ALT) traceAltitudeM *= 10.0;
traceAltitudeM = 1.0 - min1(abs(traceAltitudeM) / NETHER_STORM_HEIGHT);
for (int h = 0; h < 4; h++) {
float stormSample = pow2(Noise3D(tracePosM + wind));
stormSample *= traceAltitudeM;
stormSample = pow2(pow2(stormSample));
stormSample *= sqrt1(max0(1.0 - lTracePos / maxDist));
netherStorm.a += stormSample;
tracePosM *= 2.0;
wind *= -2.0;
}
#ifdef EPIC_THUNDERSTORM
vec3 lightningPos = getLightningPos(tracePos - cameraPosition, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 150.0, 0.0, 0) * isLightningActive() * 8.0;
netherStorm.rgb += lightningAdd.y;
#endif
if (lTracePos > lViewPos) netherStorm.rgb *= translucentMultM;
}
#ifdef LOW_QUALITY_NETHER_STORM
netherStorm.a *= 1.8;
#endif
netherStorm.a = min1(netherStorm.a * NETHER_STORM_I);
netherStorm.rgb *= netherColor * 3.0 * (1.0 - maxBlindnessDarkness);
//if (netherStorm.a > 0.98) netherStorm.rgb = vec3(1,0,1);
//netherStorm.a *= 1.0 - max0(netherStorm.a - 0.98) * 50.0;
return netherStorm;
}

View File

@ -0,0 +1,125 @@
// Nebula implementation by flytrap https://godotshaders.com/shader/2d-nebula-shader/
#ifndef HQ_NIGHT_NEBULA
const int OCTAVE = 5;
#else
const int OCTAVE = 8;
#endif
const float timescale = 5.0;
const float zoomScale = 3.5;
const vec4 CLOUD1_COL = vec4(0.41, 0.64, 0.97, 0.4);
const vec4 CLOUD2_COL = vec4(0.81, 0.55, 0.21, 0.2);
const vec4 CLOUD3_COL = vec4(0.51, 0.81, 0.98, 1.0);
float sinM(float x) {
return sin(mod(x, 2.0 * pi));
}
float cosM(float x) {
return cos(mod(x, 2.0 * pi));
}
float rand(vec2 inCoord){
return fract(sinM(dot(inCoord, vec2(23.53, 44.0))) * 42350.45);
}
float perlin(vec2 inCoord){
vec2 i = floor(inCoord);
vec2 j = fract(inCoord);
vec2 coord = smoothstep(0.0, 1.0, j);
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
return mix(mix(a, b, coord.x), mix(c, d, coord.x), coord.y);
}
float fbmCloud(vec2 inCoord, float minimum){
float value = 0.0;
float scale = 0.5;
for (int i = 0; i < OCTAVE; i++){
value += perlin(inCoord) * scale;
inCoord *= 2.0;
scale *= 0.5;
}
return smoothstep(0.0, 1.0, (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum));
}
float fbmCloud2(vec2 inCoord, float minimum){
float value = 0.0;
float scale = 0.5;
for (int i = 0; i < OCTAVE; i++){
value += perlin(inCoord) * scale;
inCoord *= 2.0;
scale *= 0.5;
}
return (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum);
}
vec3 GetNightNebula(vec3 viewPos, float VdotU, float VdotS) {
float nebulaFactor = pow2(max0(VdotU) * min1(nightFactor * 2.0));
#if defined CLEAR_SKY_WHEN_RAINING || defined NO_RAIN_ABOVE_CLOUDS
#ifndef CLEAR_SKY_WHEN_RAINING
nebulaFactor *= mix(1.0, invRainFactor, heightRelativeToCloud);
#else
nebulaFactor *= mix(1.0, invRainFactor * 0.8 + 0.2, heightRelativeToCloud);
#endif
#else
nebulaFactor *= invRainFactor;
#endif
nebulaFactor -= maxBlindnessDarkness;
if (nebulaFactor < 0.001) return vec3(0.0);
vec2 UV = GetStarCoord(viewPos, 0.75);
float TIME = syncedTime * 0.003 + 15.0;
float timescaled = TIME * timescale;
vec2 zoomUV2
= vec2(zoomScale * UV.x + 0.03 * timescaled * sinM(0.07 * timescaled), zoomScale * UV.y + 0.03 * timescaled * cosM(0.06 * timescaled));
vec2 zoomUV3
= vec2(zoomScale * UV.x + 0.027 * timescaled * sinM(0.07 * timescaled), zoomScale * UV.y + 0.025 * timescaled * cosM(0.06 * timescaled));
vec2 zoomUV4
= vec2(zoomScale * UV.x + 0.021 * timescaled * sinM(0.07 * timescaled), zoomScale * UV.y + 0.021 * timescaled * cosM(0.07 * timescaled));
float tide = 0.05 * sinM(TIME);
float tide2 = 0.06 * cosM(0.3 * TIME);
vec4 nebulaTexture = vec4(vec3(0.0), 0.5 + 0.2 * sinM(0.23 * TIME + UV.x - UV.y));
nebulaTexture += fbmCloud2(zoomUV3, 0.24 + tide) * CLOUD1_COL;
nebulaTexture += fbmCloud(zoomUV2 * 0.9, 0.33 - tide) * CLOUD2_COL;
nebulaTexture = mix(nebulaTexture, CLOUD3_COL, fbmCloud(vec2(0.9 * zoomUV4.x, 0.9 * zoomUV4.y), 0.25 + tide2));
nebulaFactor *= 1.0 - pow2(pow2(pow2(abs(VdotS))));
nebulaTexture.a *= min1(pow2(pow2(nebulaTexture.a))) * nebulaFactor;
float starFactor = 1024.0;
UV /= STAR_SIZE;
vec2 starCoord = floor(UV * 0.25 * starFactor) / starFactor;
vec2 fractPart = fract(UV * 0.25 * starFactor);
float starIntensity = GetStarNoise(starCoord) * GetStarNoise(starCoord + 0.1) - 0.6;
starIntensity *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
nebulaTexture.rgb *= 1.5 + 10.0 * pow2(max0(starIntensity));
#if NIGHT_NEBULA_I != 100
#define NIGHT_NEBULA_IM NIGHT_NEBULA_I * 0.01
nebulaTexture.a *= NIGHT_NEBULA_IM;
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
nebulaTexture.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
return max(nebulaTexture.rgb * nebulaTexture.a, vec3(0.0));
}

View File

@ -0,0 +1,65 @@
#include "/lib/colors/lightAndAmbientColors.glsl"
vec3 beamCol = normalize(ColorBeam) * 3.0 * (2.5 - 1.0 * vlFactor) * OVERWORLD_BEAMS_INTENSITY;
vec2 wind = vec2(syncedTime * 0.0056);
float BeamNoise(vec2 planeCoord, vec2 wind) {
float noise = texture2D(noisetex, planeCoord * 0.275 - wind * 0.0625).b;
noise+= texture2D(noisetex, planeCoord * 0.34375 + wind * 0.0575).b * 10.0;
return noise;
}
vec4 DrawOverworldBeams(float VdotU, vec3 playerPos, vec3 viewPos) {
float visibility = 1.0 - sunVisibility - maxBlindnessDarkness;
#if OVERWORLD_BEAMS_CONDITION == 0
visibility -= moonPhase;
#endif
if (visibility > 0.0) {
vec3 result = vec3(0.0);
int sampleCount = 8;
float VdotUM = 1.0 - VdotU * VdotU;
float VdotUM2 = VdotUM + smoothstep1(pow2(pow2(1.0 - abs(VdotU)))) * 0.2;
vec4 beams = vec4(0.0);
float gradientMix = 1.0;
#if defined SPOOKY && BLOOD_MOON > 0
auroraSpookyMix = getBloodMoon(moonPhase, sunVisibility);
beamCol *= 1.0 + auroraSpookyMix * vec3(2.0, -1.0, -1.0);
#endif
#ifdef AURORA_INFLUENCE
beamCol = mix(AuroraAmbientColor(beamCol, viewPos), beamCol, auroraSpookyMix);
#endif
for(int i = 0; i < sampleCount; i++) {
vec2 planeCoord = (playerPos.xz + cameraPosition.xz) * (1.0 + i * 6.0 / sampleCount) * 0.0014;
float noise = BeamNoise(planeCoord, wind);
noise = max(0.92 - 1.0 / abs(noise - (2.5 + VdotUM * 2.0)), 0.0) * 2.5;
if (noise > 0.0) {
noise *= 0.55;
float fireNoise = texture2D(noisetex, abs(planeCoord * 0.2) - wind).b;
noise *= 0.5 * fireNoise + 0.75;
noise = noise * noise * 3.0 / sampleCount;
noise *= mix(1.0, sqrt3(VdotUM2), 0.25);
vec3 beamColor = beamCol;
beamColor *= gradientMix / sampleCount;
noise *= exp2(-6.0 * i / float(sampleCount));
beams += vec4(noise * beamColor, noise);
}
gradientMix += 1.0;
}
beams.rgb *= beams.a * beams.a * beams.a * 5000.0;
beams.rgb *= sqrt(beams.rgb);
result = sqrt(beams.rgb);
return vec4(result * visibility / sampleCount, beams.a);
}
return vec4(1.0);
}

View File

@ -0,0 +1,60 @@
#define RAINBOW_DIAMETER 1.00 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00 3.05 3.10 3.15 3.20 3.25 3.30 3.35 3.40 3.45 3.50 3.55 3.60 3.65 3.70 3.75 3.80 3.85 3.90 3.95 4.00 4.25 4.50 4.75 5.00 5.25 5.50 5.75 6.00 6.25 6.50 6.75 7.00 7.50 8.00]
#define RAINBOW_STYLE 1 //[1 2]
vec3 GetRainbow(vec3 translucentMult, float z0, float z1, float lViewPos, float lViewPos1, float VdotL, float dither) {
vec3 rainbow = vec3(0.0);
float rainbowTime = min1(max0(SdotU - 0.1) / 0.15);
rainbowTime = clamp(rainbowTime - pow2(pow2(pow2(noonFactor))) * 8.0, 0.0, 0.85);
#if RAINBOWS == 1 // After Rain
#if defined CLEAR_SKY_WHEN_RAINING || defined NO_RAIN_ABOVE_CLOUDS
rainbowTime *= sqrt2(max0(wetness - 0.333) * 1.5) * mix(1.0, invRainFactor, heightRelativeToCloud) * inRainy;
#else
rainbowTime *= sqrt2(max0(wetness - 0.333) * 1.5) * invRainFactor * inRainy;
#endif
#endif
if (rainbowTime > 0.001) {
float cloudLinearDepth = texelFetch(colortex4, texelCoord, 0).r;
float cloudDistance = pow2(cloudLinearDepth + OSIEBCA * dither) * far;
if (cloudDistance < lViewPos1) lViewPos = cloudDistance;
float rainbowLength = max(far, 128.0) * 0.9;
float rainbowCoord = clamp01(1.0 - (VdotL + 0.75) / (0.0625 * RAINBOW_DIAMETER));
float rainbowFactor = rainbowCoord * (1.0 - rainbowCoord);
rainbowFactor = pow2(pow2(rainbowFactor * 3.7));
rainbowFactor *= pow2(min1(lViewPos / rainbowLength));
rainbowFactor *= rainbowTime;
rainbowFactor *= 1.0 - GetCaveFactor();
if (rainbowFactor > 0.0) {
#if RAINBOW_STYLE == 1
float rainbowCoordM = pow(rainbowCoord, 1.4 + max(rainbowCoord - 0.5, 0.0) * 1.6);
rainbowCoordM = smoothstep(0.0, 1.0, rainbowCoordM) * 0.85;
rainbowCoordM += (dither - 0.5) * 0.1;
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
rainbowCoordM += 0.1;
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
rainbowCoordM -= 0.2;
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(-0.55,4.3,2.2) ,6.0)-3.0)-1.0, 0.0, 1.0);
rainbow /= 3.0;
rainbow.r += pow2(max(rainbowCoord - 0.5, 0.0)) * (max(1.0 - rainbowCoord, 0.0)) * 26.0;
rainbow = pow(rainbow, vec3(2.2)) * vec3(0.25, 0.075, 0.25) * 3.0;
#else
float rainbowCoordM = pow(rainbowCoord, 1.35);
rainbowCoordM = smoothstep(0.0, 1.0, rainbowCoordM);
rainbow += clamp(abs(mod(rainbowCoordM * 6.0 + vec3(0.0,4.0,2.0) ,6.0)-3.0)-1.0, 0.0, 1.0);
rainbow *= rainbow * (3.0 - 2.0 * rainbow);
rainbow = pow(rainbow, vec3(2.2)) * vec3(0.25, 0.075, 0.25) * 3.0;
#endif
if (z1 > z0 && lViewPos < rainbowLength)
rainbow *= mix(translucentMult, vec3(1.0), lViewPos / rainbowLength);
rainbow *= rainbowFactor;
}
}
return rainbow;
}

View File

@ -0,0 +1,155 @@
#ifndef INCLUDE_SKY
#define INCLUDE_SKY
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/skyColors.glsl"
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
vec3 GetSky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
// Prepare variables
float nightFactorSqrt2 = sqrt2(nightFactor);
float nightFactorM = sqrt2(nightFactorSqrt2) * 0.4;
float VdotSM1 = pow2(max(VdotS, 0.0));
float VdotSM2 = pow2(VdotSM1);
float VdotSM3 = pow2(pow2(max(-VdotS, 0.0)));
float VdotSML = sunVisibility > 0.5 ? VdotS : -VdotS;
float VdotUmax0 = max(VdotU, 0.0);
float VdotUmax0M = 1.0 - pow2(VdotUmax0);
// Prepare colors
vec3 upColor = mix(nightUpSkyColor * (1.5 - 0.5 * nightFactorSqrt2 + nightFactorM * VdotSM3 * 1.5), dayUpSkyColor, sunFactor);
vec3 middleColor = mix(nightMiddleSkyColor * (3.0 - 2.0 * nightFactorSqrt2), dayMiddleSkyColor * (1.0 + VdotSM2 * 0.3), sunFactor);
vec3 downColor = mix(nightDownSkyColor, dayDownSkyColor, (sunFactor + sunVisibility) * 0.5);
// Mix the colors
// Set sky gradient
float scatteredGroundMixerMult = 1.0;
float spookyMiddleMult = 1.0;
#ifdef SPOOKY
scatteredGroundMixerMult = 0.2;
spookyMiddleMult = 0.8;
#endif
float VdotUM1 = pow2(1.0 - VdotUmax0);
VdotUM1 = pow(VdotUM1, 1.0 - VdotSM2 * 0.4);
VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.15);
vec3 finalSky = mix(upColor, middleColor * spookyMiddleMult, VdotUM1);
// Add sunset color
float VdotUM2 = pow2(1.0 - abs(VdotU));
VdotUM2 = VdotUM2 * VdotUM2 * (3.0 - 2.0 * VdotUM2);
VdotUM2 *= (0.7 - nightFactorM + VdotSM1 * (0.3 + nightFactorM)) * invNoonFactor * sunFactor;
finalSky = mix(finalSky, sunsetDownSkyColorP * (1.0 + VdotSM1 * 0.3), VdotUM2 * invRainFactor);
// Add sky ground with fake light scattering
float VdotUM3 = min(max0(-VdotU + 0.08) / 0.35, 1.0);
VdotUM3 = smoothstep1(VdotUM3);
vec3 scatteredGroundMixer = vec3(VdotUM3 * VdotUM3, sqrt1(VdotUM3), sqrt3(VdotUM3));
scatteredGroundMixer = mix(vec3(VdotUM3), scatteredGroundMixer, 0.75 - 0.5 * rainFactor);
finalSky = mix(finalSky, downColor, scatteredGroundMixer * scatteredGroundMixerMult);
//
// Sky Ground
if (doGround)
finalSky *= smoothstep1(pow2(1.0 + min(VdotU, 0.0)));
// Apply Underwater Fog
if (isEyeInWater == 1)
finalSky = mix(finalSky * 3.0, waterFogColor, VdotUmax0M);
// Sun/Moon Glare
#if SUN_GLARE_AMOUNT > 0
if (doGlare) {
if (0.0 < VdotSML) {
float glareScatter = 4.0 * (2.0 - clamp01(VdotS * 1000.0));
float VdotSM4 = pow(abs(VdotS), glareScatter);
float visfactor = 0.075;
float glare = visfactor / (1.0 - (1.0 - visfactor) * VdotSM4) - visfactor;
glare *= 0.5 + pow2(noonFactor) * 1.2;
glare *= 1.0 - rainFactor * 0.5;
float glareWaterFactor = isEyeInWater * sunVisibility;
vec3 moonGlareColor = vec3(0.502, 0.3804, 0.3804);
#if defined SPOOKY && BLOOD_MOON > 0
moonGlareColor = mix(moonGlareColor, vec3(1.0, 0.0, 0.0) * 1.5, getBloodMoon(moonPhase, sunVisibility));
#endif
vec3 glareColor = mix(moonGlareColor * 0.7, vec3(0.5), sunVisibility);
glareColor = glareColor + glareWaterFactor * vec3(7.0);
glare *= SUN_GLARE_AMOUNT * 0.1;
#ifdef SPOOKY
glare *= 0.5;
#endif
finalSky += glare * shadowTime * glareColor;
}
}
#endif
#ifdef CAVE_FOG
// Apply Cave Fog
finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
#endif
// Dither to fix banding
finalSky += (dither - 0.5) / 128.0;
#if RETRO_LOOK == 1
finalSky = vec3(0.0);
#elif RETRO_LOOK ==2
finalSky = mix(finalSky, vec3(0.0), nightVision);
#endif
return finalSky;
}
vec3 GetLowQualitySky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
// Prepare variables
float VdotUmax0 = max(VdotU, 0.0);
float VdotUmax0M = 1.0 - pow2(VdotUmax0);
// Prepare colors
vec3 upColor = mix(nightUpSkyColor, dayUpSkyColor, sunFactor);
vec3 middleColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor);
// Mix the colors
// Set sky gradient
float VdotUM1 = pow2(1.0 - VdotUmax0);
VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.2);
vec3 finalSky = mix(upColor, middleColor, VdotUM1);
// Add sunset color
float VdotUM2 = pow2(1.0 - abs(VdotU));
VdotUM2 *= invNoonFactor * sunFactor * (0.8 + 0.2 * VdotS);
finalSky = mix(finalSky, sunsetDownSkyColorP * (shadowTime * 0.6 + 0.2), VdotUM2 * invRainFactor);
//
// Sky Ground
finalSky *= pow2(pow2(1.0 + min(VdotU, 0.0)));
// Apply Underwater Fog
if (isEyeInWater == 1)
finalSky = mix(finalSky, waterFogColor, VdotUmax0M);
// Sun/Moon Glare
finalSky *= 1.0 + mix(nightFactor, 0.5 + 0.7 * noonFactor, VdotS * 0.5 + 0.5) * pow2(pow2(pow2(VdotS)));
#ifdef CAVE_FOG
// Apply Cave Fog
finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
#endif
#if RETRO_LOOK == 1 || RETRO_LOOK == 2
finalSky = vec3(0.0);
#endif
return finalSky;
}
#endif //INCLUDE_SKY

View File

@ -0,0 +1,77 @@
#include "/lib/colors/skyColors.glsl"
vec2 GetStarCoord(vec3 viewPos, float sphereness) {
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
vec3 starCoord = wpos / (wpos.y + length(wpos.xz) * sphereness);
starCoord.x += 0.006 * syncedTime;
return starCoord.xz;
}
vec3 GetStars(vec2 starCoord, float VdotU, float VdotS, float sizeMult, float starAmount) {
if (VdotU < 0.0) return vec3(0.0);
float spookyStarSize = 10000.0;
#ifdef SPOOKY
spookyStarSize = 0.5;
#endif
starCoord *= 0.2 / (min(STAR_SIZE, spookyStarSize) * sizeMult);
const float starFactor = 1024.0;
vec2 fractPart = fract(starCoord * starFactor);
starCoord = floor(starCoord * starFactor) / starFactor;
float star = GetStarNoise(starCoord.xy) * GetStarNoise(starCoord.xy+0.1) * GetStarNoise(starCoord.xy+0.23);
#if MORE_STARS_OVERWORLD == 1 || defined SPOOKY
star = max0((star - 0.5) * 0.55);
#elif MORE_STARS_OVERWORLD == 2
star = max0((star - 0.4) * 0.45);
#elif NIGHT_STAR_AMOUNT == 2
star = max0(star - 0.7);
#else
star = max0((star - 0.6) * 0.65);
#endif
star = max0(star - starAmount * 0.1);
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
star *= star;
star *= min1(VdotU * 3.0) * max0(1.0 - pow(abs(VdotS) * 1.002, 100.0));
#ifndef DAYLIGHT_STARS
star *= pow2(pow2(invNoonFactor2)) * (1.0 - 0.5 * sunVisibility);
#endif
#if defined CLEAR_SKY_WHEN_RAINING || defined NO_RAIN_ABOVE_CLOUDS
#ifndef CLEAR_SKY_WHEN_RAINING
star *= mix(1.0, invRainFactor, heightRelativeToCloud);
#else
star *= mix(1.0, invRainFactor * 0.8 + 0.2, heightRelativeToCloud);
#endif
#else
star *= invRainFactor;
#endif
float spookyStarMult = 0.0;
#ifdef SPOOKY
spookyStarMult = 2.0;
#endif
const float starBrightness = STAR_BRIGHTNESS > 3.0 ? ((STAR_BRIGHTNESS - 3.0) * 0.1) : STAR_BRIGHTNESS;
vec3 starColor = GetStarColor(starCoord,
vec3(0.38, 0.4, 0.5),
vec3(STAR_COLOR_1_OW_R, STAR_COLOR_1_OW_G, STAR_COLOR_1_OW_B),
vec3(STAR_COLOR_2_OW_R, STAR_COLOR_2_OW_G, STAR_COLOR_2_OW_B),
vec3(STAR_COLOR_3_OW_R, STAR_COLOR_3_OW_G, STAR_COLOR_3_OW_B),
STAR_COLOR_VARIATION_OW);
vec3 stars = 40.0 * star * starColor * max(starBrightness, spookyStarMult);
#if TWINKLING_STARS > 0 || defined SPOOKY
stars *= getTwinklingStars(starCoord, float(TWINKLING_STARS));
#endif
return stars;
}

View File

@ -0,0 +1,350 @@
// Volumetric tracing from Robobo1221, highly modified
#include "/lib/colors/lightAndAmbientColors.glsl"
float GetDepth(float depth) {
return 2.0 * near * far / (far + near - (2.0 * depth - 1.0) * (far - near));
}
float GetDistX(float dist) {
return (far * (dist - near)) / (dist * (far - near));
}
vec4 DistortShadow(vec4 shadowpos, float distortFactor) {
shadowpos.xy *= 1.0 / distortFactor;
shadowpos.z = shadowpos.z * 0.2;
shadowpos = shadowpos * 0.5 + 0.5;
return shadowpos;
}
vec4 GetVolumetricLight(inout vec3 color, inout float vlFactor, vec3 translucentMult, float lViewPos0, float lViewPos1, vec3 nViewPos, float VdotL, float VdotU, vec2 texCoord, float z0, float z1, float dither) {
vec4 volumetricLight = vec4(0.0);
#if defined BEDROCK_NOISE && defined OVERWORLD
if ((cameraPosition.y < bedrockLevel) && (eyeBrightnessM < 0.4)) return vec4(0.0);
#endif
float vlMult = 1.0 - maxBlindnessDarkness;
#if SHADOW_QUALITY > -1
// Optifine for some reason doesn't provide correct shadowMapResolution if Shadow Quality isn't 1x
vec2 shadowMapResolutionM = textureSize(shadowtex0, 0);
#endif
#ifdef OVERWORLD
vec3 vlColor = lightColor;
vec3 vlColorReducer = vec3(1.0);
float vlSceneIntensity = isEyeInWater != 1 ? vlFactor : 1.0;
#ifdef SPECIAL_BIOME_WEATHER
vlSceneIntensity = mix(vlSceneIntensity, 1.0, inDry * rainFactor);
#endif
if (sunVisibility < 0.5) {
vlSceneIntensity = 0.0;
float vlMultNightModifier = 0.6 + 0.4 * max0(far - lViewPos1) / far;
#ifdef SPECIAL_PALE_GARDEN_LIGHTSHAFTS
vlMultNightModifier = mix(vlMultNightModifier, 1.0, inPaleGarden);
#endif
vlMult *= vlMultNightModifier;
vlColor = normalize(pow(vlColor, vec3(1.0 - max0(1.0 - 1.5 * nightFactor))));
vlColor *= 0.0766 + 0.0766 * vsBrightness;
} else {
vlColorReducer = 1.0 / sqrt(vlColor);
}
#ifdef SPECIAL_PALE_GARDEN_LIGHTSHAFTS
vlSceneIntensity = mix(vlSceneIntensity, 1.0, inPaleGarden);
vlMult *= 1.0 + (3.0 * inPaleGarden) * (1.0 - sunVisibility);
#endif
float rainyNight = (1.0 - sunVisibility) * rainFactor;
float VdotLM = max((VdotL + 1.0) / 2.0, 0.0);
float VdotUmax0 = max(VdotU, 0.0);
float VdotUM = mix(pow2(1.0 - VdotUmax0), 1.0, 0.5 * vlSceneIntensity);
VdotUM = smoothstep1(VdotUM);
VdotUM = pow(VdotUM, min(lViewPos1 / far, 1.0) * (3.0 - 2.0 * vlSceneIntensity));
vlMult *= mix(VdotUM * VdotLM, 1.0, 0.4 * rainyNight) * vlTime;
vlMult *= mix(invNoonFactor2 * 0.875 + 0.125, 1.0, max(vlSceneIntensity, rainFactor2));
#if LIGHTSHAFT_QUALI == 4
int sampleCount = vlSceneIntensity < 0.5 ? 30 : 50;
#elif LIGHTSHAFT_QUALI == 3
int sampleCount = vlSceneIntensity < 0.5 ? 15 : 30;
#elif LIGHTSHAFT_QUALI == 2
int sampleCount = vlSceneIntensity < 0.5 ? 10 : 20;
#elif LIGHTSHAFT_QUALI == 1
int sampleCount = vlSceneIntensity < 0.5 ? 6 : 12;
#endif
#ifdef LIGHTSHAFT_SMOKE
float totalSmoke = 0.0;
#endif
#else
translucentMult = sqrt(translucentMult); // Because we pow2() the vl result in composite for the End dimension
float vlSceneIntensity = 0.0;
#ifndef LOW_QUALITY_ENDER_NEBULA
int sampleCount = 16;
#else
int sampleCount = 10;
#endif
#endif
float addition = 1.0;
float maxDist = mix(max(far, 96.0) * 0.55, 80.0, vlSceneIntensity);
#if WATER_FOG_MULT != 100
if (isEyeInWater == 1) {
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
maxDist /= WATER_FOG_MULT_M;
}
#endif
float distMult = maxDist / (sampleCount + addition);
float sampleMultIntense = isEyeInWater != 1 ? 1.0 : 0.85;
float viewFactor = 1.0 - 0.7 * pow2(dot(nViewPos.xy, nViewPos.xy));
float depth0 = GetDepth(z0);
float depth1 = GetDepth(z1);
#ifdef END
if (z0 == 1.0) depth0 = 1000.0;
if (z1 == 1.0) depth1 = 1000.0;
#endif
// Fast but inaccurate perspective distortion approximation
maxDist *= viewFactor;
distMult *= viewFactor;
#ifdef OVERWORLD
float maxCurrentDist = min(depth1, maxDist);
#else
float maxCurrentDist = min(depth1, far);
#endif
for (int i = 0; i < sampleCount; i++) {
float currentDist = (i + dither) * distMult + addition;
if (currentDist > maxCurrentDist) break;
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, GetDistX(currentDist), 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
vec4 wpos = gbufferModelViewInverse * viewPos;
vec3 playerPos = wpos.xyz / wpos.w;
#if defined END && defined END_BEAMS
#ifdef DISTANT_HORIZONS
playerPos *= sqrt(renderDistance / far);
#endif
vec4 enderBeamSample = vec4(DrawEnderBeams(VdotU, playerPos), 1.0);
enderBeamSample /= sampleCount;
#endif
#if defined OVERWORLD && defined OVERWORLD_BEAMS
vec4 overworldBeamSample = DrawOverworldBeams(VdotU, playerPos, viewPos.xyz);
#endif
float shadowSample = 1.0;
vec3 vlSample = vec3(1.0);
#if SHADOW_QUALITY > -1
wpos = shadowModelView * wpos;
wpos = shadowProjection * wpos;
wpos /= wpos.w;
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
vec4 shadowPosition = DistortShadow(wpos,distortFactor);
//shadowPosition.z += 0.0001;
#ifdef OVERWORLD
float percentComplete = currentDist / maxDist;
float sampleMult = mix(percentComplete * 3.0, sampleMultIntense, max(rainFactor, vlSceneIntensity));
if (currentDist < 5.0) sampleMult *= smoothstep1(clamp(currentDist / 5.0, 0.0, 1.0));
sampleMult /= sampleCount;
#endif
if (length(shadowPosition.xy * 2.0 - 1.0) < 1.0) {
// 28A3DK6 We need to use texelFetch here or a lot of Nvidia GPUs can't get a valid value
shadowSample = texelFetch(shadowtex0, ivec2(shadowPosition.xy * shadowMapResolutionM), 0).x;
shadowSample = clamp((shadowSample-shadowPosition.z)*65536.0,0.0,1.0);
vlSample = vec3(shadowSample);
#if SHADOW_QUALITY >= 1
if (shadowSample == 0.0) {
float testsample = shadow2D(shadowtex1, shadowPosition.xyz).z;
if (testsample == 1.0) {
vec3 colsample = texture2D(shadowcolor1, shadowPosition.xy).rgb * 4.0;
colsample *= colsample;
vlSample = colsample;
shadowSample = 1.0;
#ifdef OVERWORLD
vlSample *= vlColorReducer;
#endif
}
} else {
#ifdef OVERWORLD
// For water-tinting the water surface when observed from below the surface
if (translucentMult != vec3(1.0) && currentDist > depth0) {
vec3 tinter = vec3(1.0);
if (isEyeInWater == 1) {
vec3 translucentMultM = translucentMult * 2.8;
tinter = pow(translucentMultM, vec3(sunVisibility * 3.0 * clamp01(playerPos.y * 0.03)));
} else {
tinter = 0.1 + 0.9 * pow2(pow2(translucentMult * 1.7));
}
vlSample *= mix(vec3(1.0), tinter, clamp01(oceanAltitude - cameraPosition.y));
}
#endif
if (isEyeInWater == 1 && translucentMult == vec3(1.0)) vlSample = vec3(0.0);
}
#endif
}
#endif
if (currentDist > depth0) vlSample *= translucentMult;
#ifdef OVERWORLD
#ifdef LIGHTSHAFT_SMOKE
vec3 smokePos = 0.0015 * (playerPos + cameraPosition);
vec3 smokeWind = frameTimeCounter * vec3(0.002, 0.001, 0.0);
float smoke = 0.65 * Noise3D(smokePos + smokeWind)
+ 0.25 * Noise3D((smokePos - smokeWind) * 3.0)
+ 0.10 * Noise3D((smokePos + smokeWind) * 9.0);
smoke = smoothstep1(smoothstep1(smoothstep1(smoke)));
totalSmoke += smoke * shadowSample * sampleMult;
#endif
vec4 volumetricLightAdd = vec4(vlSample, shadowSample) * sampleMult;
#ifdef OVERWORLD_BEAMS
volumetricLight += volumetricLightAdd * mix(vec4(1.0), overworldBeamSample, overworldBeamSample.a);
#else
volumetricLight += volumetricLightAdd;
#endif
#else
#ifdef END_BEAMS
volumetricLight += vec4(vlSample, shadowSample) * enderBeamSample;
#endif
#endif
}
#ifdef LIGHTSHAFT_SMOKE
volumetricLight *= pow(totalSmoke / volumetricLight.a, min(1.0 - volumetricLight.a, 0.5));
volumetricLight.rgb /= pow(0.5, 1.0 - volumetricLight.a);
#endif
// Decision of Intensity for Scene Aware Light Shafts //
#if defined OVERWORLD && LIGHTSHAFT_BEHAVIOUR == 1 && SHADOW_QUALITY >= 1
if (viewWidth + viewHeight - gl_FragCoord.x - gl_FragCoord.y < 1.5) {
if (frameCounter % int(0.06666 / frameTimeSmooth + 0.5) == 0) { // Change speed is not too different above 10 fps
int salsX = 5;
int salsY = 5;
float heightThreshold = 6.0;
vec2 viewM = 1.0 / vec2(salsX, salsY);
float salsSampleSum = 0.0;
int salsSampleCount = 0;
for (float i = 0.25; i < salsX; i++) {
for (float h = 0.45; h < salsY; h++) {
vec2 coord = 0.3 + 0.4 * viewM * vec2(i, h);
ivec2 icoord = ivec2(coord * shadowMapResolutionM);
float salsSample = texelFetch(shadowtex0, icoord, 0).x; // read 28A3DK6
if (salsSample < 0.55) {
float sampledHeight = texture2D(shadowcolor1, coord).a;
if (sampledHeight > 0.0) {
sampledHeight = max0(sampledHeight - 0.25) / 0.05; // consistencyMEJHRI7DG
salsSampleSum += sampledHeight;
salsSampleCount++;
}
}
}
}
float salsCheck = salsSampleSum / salsSampleCount;
int reduceAmount = 2;
int skyCheck = 0;
for (float i = 0.1; i < 1.0; i += 0.2) {
skyCheck += int(texelFetch(depthtex0, ivec2(view.x * i, view.y * 0.9), 0).x == 1.0);
}
if (skyCheck >= 4) {
salsCheck = 0.0;
reduceAmount = 3;
}
if (salsCheck > heightThreshold) {
vlFactor = min(vlFactor + OSIEBCA, 1.0);
} else {
vlFactor = max(vlFactor - OSIEBCA * reduceAmount, 0.0);
}
}
} else vlFactor = 0.0;
//if (gl_FragCoord.y < 50) color.rgb = vec3(1,0,1) * float(salsCheck / heightThreshold > gl_FragCoord.x / 1920.0);
/*for (float i = 0.25; i < salsX; i++) {
for (float h = 0.45; h < salsY; h++) {
if (length(texCoord - (0.3 + 0.4 * viewM * vec2(i, h))) < 0.01) return vec4(1,0,1,1);
}
}*/
#endif
#ifdef OVERWORLD
vlColor = pow(vlColor, vec3(0.5 + 0.5 * invNoonFactor * invRainFactor + 0.3 * rainFactor));
vlColor *= 1.0 - (0.3 + 0.3 * noonFactor) * rainFactor - 0.5 * rainyNight;
#if LIGHTSHAFT_DAY_I != 100 || LIGHTSHAFT_NIGHT_I != 100 || LIGHTSHAFT_RAIN_I != 100
#define LIGHTSHAFT_DAY_IM LIGHTSHAFT_DAY_I * 0.01
#define LIGHTSHAFT_NIGHT_IM LIGHTSHAFT_NIGHT_I * 0.01
#define LIGHTSHAFT_RAIN_IM LIGHTSHAFT_RAIN_I * 0.01
if (isEyeInWater == 0) {
#if LIGHTSHAFT_DAY_I != 100 || LIGHTSHAFT_NIGHT_I != 100
vlColor.rgb *= mix(LIGHTSHAFT_NIGHT_IM, LIGHTSHAFT_DAY_IM, sunVisibility);
#endif
#if LIGHTSHAFT_RAIN_I != 100
vlColor.rgb *= mix(1.0, LIGHTSHAFT_RAIN_IM, rainFactor);
#endif
}
#endif
volumetricLight.rgb *= vlColor;
#endif
volumetricLight.rgb *= vlMult;
volumetricLight = max(volumetricLight, vec4(0.0));
#ifdef DISTANT_HORIZONS
if (isEyeInWater == 0) {
#ifdef OVERWORLD
float lViewPosM = lViewPos0;
if (z0 >= 1.0) {
float z0DH = texelFetch(dhDepthTex, texelCoord, 0).r;
vec4 screenPosDH = vec4(texCoord, z0DH, 1.0);
vec4 viewPosDH = dhProjectionInverse * (screenPosDH * 2.0 - 1.0);
viewPosDH /= viewPosDH.w;
lViewPosM = length(viewPosDH.xyz);
}
lViewPosM = min(lViewPosM, renderDistance * 0.6);
float dhVlStillIntense = max(max(vlSceneIntensity, rainFactor), nightFactor * 0.5);
volumetricLight *= mix(0.0003 * lViewPosM, 1.0, dhVlStillIntense);
#else
volumetricLight *= min1(lViewPos1 * 3.0 / renderDistance);
#endif
}
#endif
#if RETRO_LOOK == 1
volumetricLight *= vec4(0.0);
#elif RETRO_LOOK == 2
volumetricLight *= mix(vec4(1.0), vec4(0.0), nightVision);
#endif
#ifdef SPOOKY
if (isEyeInWater == 1) volumetricLight *= 0.2;
volumetricLight *= 0.35;
#endif
return volumetricLight;
}

View File

@ -0,0 +1,272 @@
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
#ifdef SPOOKY
vec3 blocklightCol = mix(vec3(0.2, 0.1098, 0.0431) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B), vec3(0.05, 0.22, 0.25), inSoulValley);
#else
vec3 blocklightCol = mix(vec3(0.1775, 0.108, 0.0775) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B), vec3(0.05, 0.22, 0.25), inSoulValley);
#endif
vec3 fireSpecialLightColorGradient = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.3), inSoulValley);
vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.5), inSoulValley);
vec3 lanternBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27) * 3.8, mix(vec3(2.5, 0.87, 0.27), vec3(0.5, 1.9, 2.1) * 3.8, 0.4), inSoulValley);
vec3 fireSpecialLightColor = mix(vec3(2.0, 0.87, 0.27) * 3.8, vec3(0.5, 1.9, 2.1) * 3.8, inSoulValley);
vec4 lavaSpecialLightColor = vec4(mix(vec3(3.0, 0.9, 0.2) * 4.0, vec3(0.5, 1.9, 2.1) * 4.0, inSoulValley), 0.0);
vec4 brewingStandSpecialLightColor = vec4(mix(vec3(2.5, 1.2, 0.4) * 0.1, vec3(0.5, 1.9, 2.1) * 0.1, inSoulValley), 0.1);
#elif defined PURPLE_END_FIRE_INTERNAL
#ifdef SPOOKY
vec3 blocklightCol = vec3(0.2, 0.1098, 0.0431) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B);
#else
vec3 blocklightCol = vec3(0.1775, 0.108, 0.0775) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B);
#endif
vec3 fireSpecialLightColor = vec3(0.6, 0.3, 2.4) * 3.8;
vec3 fireSpecialLightColorGradient = mix(vec3(2.0, 0.77, 0.17) * 3.8, fireSpecialLightColor, clamp01(0.7 + max(0.0, clamp01(sin(pow2(texture2D(noisetex, vec2(frameTimeCounter * 0.01)).r))))));
vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, 0.75);
vec3 lanternBlockSpecialLightColor = fireSpecialLightColor;
vec4 lavaSpecialLightColor = vec4(vec3(1.0, 0.5, 4.0) * 4.0, 0.5);
vec4 brewingStandSpecialLightColor = vec4(vec3(0.10, 0.05, 0.4) * 0.4, 0.1);
#else
#ifdef SPOOKY
vec3 blocklightCol = vec3(0.2, 0.1098, 0.0431) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B);
#else
vec3 blocklightCol = vec3(0.1775, 0.108, 0.0775) * vec3(XLIGHT_R, XLIGHT_G, XLIGHT_B);
#endif
vec3 fireSpecialLightColor = vec3(2.0, 0.87, 0.27) * 3.8;
vec3 fireSpecialLightColorGradient = fireSpecialLightColor;
vec3 torchBlockSpecialLightColor = fireSpecialLightColor;
vec3 lanternBlockSpecialLightColor = fireSpecialLightColor;
vec4 lavaSpecialLightColor = vec4(vec3(3.0, 0.9, 0.2) * 4.0, 0.0);
vec4 brewingStandSpecialLightColor = vec4(vec3(2.5, 1.2, 0.4) * 0.1, 0.1);
#endif
#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
vec3 netherPortalSpecialLightColor = normalize(netherColor) * 2.0;
vec3 respawnAnchorSpecialLightColor = normalize(netherColor) * 2.0;
#else
vec3 netherPortalSpecialLightColor = vec3(1.8, 0.4, 2.2) * 0.8;
vec3 respawnAnchorSpecialLightColor = vec3(1.7, 0.9, 0.4) * 2.0;
#endif
vec3 redstoneSpecialLightColor = vec3(4.0, 0.1, 0.1);
vec4 soulFireSpecialColor = vec4(vec3(0.3, 2.0, 2.2) * 1.0, 0.3);
float candleColorMult = 2.0;
float candleExtraLight = 0.004;
#if END_ROD_COLOR_PROFILE == 1
vec3 endRodSpacialColor = vec3(END_ROD_R, END_ROD_G, END_ROD_B) / 255 * END_ROD_I;
#elif (END_ROD_COLOR_PROFILE == 2 || (END_ROD_COLOR_PROFILE == 3 && defined OVERWORLD)) && COLORED_LIGHTING_INTERNAL > 0
vec3 endRodSpacialColor = vec3(pow2(getRainbowColor(vec2(0.0), float(END_ROD_RAINBOW_ANIMATE))));
#else
#ifdef END
vec3 endRodSpacialColor = vec3(1.25, 0.5, 1.25); // End Rod in the End dimension
#else
vec3 endRodSpacialColor = vec3(1.0, 1.0, 1.0);
#endif
#endif
#ifdef EMISSIVE_ENCHANTING_TABLE
vec3 enchantingTableSpecialLightColor = vec3(0.5, 2.0, 2.0) * 0.4;
#else
vec3 enchantingTableSpecialLightColor = vec3(1.4, 1.1, 0.5);
#endif
void AddSpecialLightDetail(inout vec3 light, vec3 albedo, float emission) {
vec3 lightM = max(light, vec3(0.0));
lightM /= (0.2 + 0.8 * GetLuminance(lightM));
lightM *= (1.0 / (1.0 + emission)) * 0.22;
light *= 0.9;
light += pow2(lightM / (albedo + 0.1));
}
vec4 GetSpecialBlocklightColor(int mat) {
/* Please note that these colors do not determine the intensity of the
final light. Instead; higher values of color change how long the color
will travel, and also how dominant it will be next to other colors.*/
/* Additional feature: An alpha value bigger than 0 will make that
block cast extra light regardless of the vanilla lightmap. Use this
with caution though because our floodfill isn't as accurate as vanilla.*/
if (mat < 50) {
if (mat < 26) {
if (mat < 14) {
if (mat < 8) {
if (mat == 2) return vec4(torchBlockSpecialLightColor, 0.0); // Torch
if (mat == 3) return vec4(endRodSpacialColor * 4.0, 0.0); // End Rod - This is the base for all lights. Total value 12. vec3(1.0, 1.0, 1.0) * 4.0
if (mat == 4) return vec4(vec3(1.0, 1.5, 2.0) * 3.0, 0.0); // Beacon
if (mat == 5) return vec4(fireSpecialLightColorGradient, 0.0); // Fire
if (mat == 6) return vec4(vec3(0.7, 1.5, 1.5) * 1.7, 0.0); // Sea Pickle:Waterlogged
if (mat == 7) return vec4(pow(vec3(1.1, 0.85, 0.35), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 5.0, 0.0); // Ochre Froglight
} else {
if (mat == 8) return vec4(pow(vec3(0.6, 1.3, 0.6), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 4.5, 0.0); // Verdant Froglight
if (mat == 9) return vec4(pow(vec3(1.1, 0.5, 0.9), vec3(FROGLIGHT_SATURATION * 0.5 + 0.5)) * 4.5, 0.0); // Pearlescent Froglight
if (mat == 10) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Glowstone
if (mat == 11) return vec4(fireSpecialLightColor, 0.0); // Jack o'Lantern
if (mat == 12) return vec4(lanternBlockSpecialLightColor, 0.0); // Lantern
if (mat == 13) return lavaSpecialLightColor; // Lava
}
} else {
if (mat < 20) {
if (mat == 14) return vec4(lavaSpecialLightColor.rgb, 0.0); // Lava Cauldron
if (mat == 15) return vec4(fireSpecialLightColorGradient, 0.0); // Campfire:Lit
if (mat == 16) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Redstone Lamp:Lit
if (mat == 17) return vec4(respawnAnchorSpecialLightColor, 0.0); // Respawn Anchor:Lit
if (mat == 18) return vec4(vec3(1.0, 1.25, 1.5) * 3.4, 0.0); // Sea Lantern
if (mat == 19) return vec4(vec3(3.0, 0.9, 0.2) * 3.0, 0.0); // Shroomlight
} else {
if (mat == 20) return vec4(vec3(2.3, 0.9, 0.2) * 3.4, 0.0); // Cave Vines:With Glow Berries
if (mat == 21) return vec4(fireSpecialLightColor * 0.7, 0.0); // Furnace:Lit
if (mat == 22) return vec4(fireSpecialLightColor * 0.7, 0.0); // Smoker:Lit
if (mat == 23) return vec4(fireSpecialLightColor * 0.7, 0.0); // Blast Furnace:Lit
if (mat == 24) return vec4(fireSpecialLightColor * 0.25 * candleColorMult, candleExtraLight); // Standard Candles:Lit
if (mat == 25) return vec4(netherPortalSpecialLightColor * 2.0, 0.4); // Nether Portal
}
}
} else {
if (mat < 38) {
if (mat < 32) {
if (mat == 26) return vec4(netherPortalSpecialLightColor, 0.0); // Crying Obsidian
if (mat == 27) return soulFireSpecialColor; // Soul Fire
if (mat == 28) return soulFireSpecialColor; // Soul Torch
if (mat == 29) return soulFireSpecialColor; // Soul Lantern
if (mat == 30) return soulFireSpecialColor; // Soul Campfire:Lit
if (mat == 31) return vec4(redstoneSpecialLightColor * 0.5, 0.1); // Redstone Ores:Lit
} else {
if (mat == 32) return vec4(redstoneSpecialLightColor * 0.3, 0.1); // Redstone Ores:Unlit
if (mat == 33) return vec4(enchantingTableSpecialLightColor, 0.0); // Enchanting Table
#if GLOWING_LICHEN > 0
if (mat == 34) return vec4(vec3(0.8, 1.1, 1.1), 0.05); // Glow Lichen with IntegratedPBR
#else
if (mat == 34) return vec4(vec3(0.4, 0.55, 0.55), 0.0); // Glow Lichen vanilla
#endif
if (mat == 35) return vec4(redstoneSpecialLightColor * 0.25, 0.0); // Redstone Torch
if (mat == 36) return vec4(vec3(0.325, 0.15, 0.425) * 2.0, 0.05); // Amethyst Cluster, Amethyst Buds, Calibrated Sculk Sensor
if (mat == 37) return vec4(lavaSpecialLightColor.rgb * 0.1, 0.1); // Magma Block
}
} else {
if (mat < 44) {
#ifdef EMISSIVE_DRAGON_EGG
if (mat == 38) return vec4(vec3(2.0, 0.5, 1.5) * 0.3, 0.1); // Dragon Egg
#endif
if (mat == 39) return vec4(vec3(2.0, 1.0, 1.5) * 0.25, 0.1); // Chorus Flower
if (mat == 40) return brewingStandSpecialLightColor; // Brewing Stand
if (mat == 41) return vec4(redstoneSpecialLightColor * 0.4, 0.15); // Redstone Block
if (mat == 42) return vec4(vec3(0.75, 0.75, 3.0) * 0.277, 0.15); // Lapis Block
if (mat == 43) return vec4(vec3(1.7, 0.9, 0.4) * 0.45, 0.05); // Iron Ores
} else {
if (mat == 44) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.1); // Gold Ores
if (mat == 45) return vec4(vec3(1.7, 0.8, 0.4) * 0.45, 0.05); // Copper Ores
if (mat == 46) return vec4(vec3(0.75, 0.75, 3.0) * 0.2, 0.1); // Lapis Ores
if (mat == 47) return vec4(vec3(0.5, 3.5, 0.5) * 0.3, 0.1); // Emerald Ores
if (mat == 48) return vec4(vec3(0.5, 2.0, 2.0) * 0.4, 0.15); // Diamond Ores
if (mat == 49) return vec4(vec3(1.5, 1.5, 1.5) * 0.3, 0.05); // Nether Quartz Ore
}
}
}
} else {
if (mat < 74) {
if (mat < 62) {
if (mat < 56) {
if (mat == 50) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.05); // Nether Gold Ore
if (mat == 51) return vec4(vec3(1.7, 1.1, 0.2) * 0.45, 0.05); // Gilded Blackstone
if (mat == 52) return vec4(vec3(1.8, 0.8, 0.4) * 0.6, 0.15); // Ancient Debris
if (mat == 53) return vec4(vec3(1.4, 0.2, 1.4) * 0.3, 0.05); // Spawner
if (mat == 54) return vec4(vec3(3.1, 1.1, 0.3) * 1.0, 0.1); // Trial Spawner:NotOminous:Active, Vault:NotOminous:Active
if (mat == 55) return vec4(vec3(1.7, 0.9, 0.4) * 4.0, 0.0); // Copper Bulb:BrighterOnes:Lit
} else {
if (mat == 56) return vec4(vec3(1.7, 0.9, 0.4) * 2.0, 0.0); // Copper Bulb:DimmerOnes:Lit
if (mat == 57) return vec4(vec3(0.1, 0.3, 0.4) * 0.5, 0.0005); // Sculk++
if (mat == 58) return vec4(vec3(0.0, 1.4, 1.4) * 4.0, 0.15); // End Portal Frame:Active
if (mat == 59) return vec4(0.0); // Bedrock
if (mat == 60) return vec4(vec3(3.1, 1.1, 0.3) * 0.125, 0.0125); // Command Block
if (mat == 61) return vec4(vec3(3.0, 0.9, 0.2) * 0.125, 0.0125); // Warped Fungus, Crimson Fungus
}
} else {
if (mat < 68) {
if (mat == 62) return vec4(vec3(3.5, 0.6, 0.4) * 0.3, 0.05); // Crimson Stem, Crimson Hyphae
if (mat == 63) return vec4(vec3(0.3, 1.9, 1.5) * 0.3, 0.05); // Warped Stem, Warped Hyphae
if (mat == 64) return vec4(vec3(1.1, 0.7, 1.1) * 0.45, 0.1); // Structure Block, Jigsaw Block
if (mat == 65) return vec4(vec3(3.0, 0.9, 0.2) * 0.125, 0.0125); // Weeping Vines Plant
if (mat == 66) return vec4(redstoneSpecialLightColor * 0.05, 0.002); // Redstone Wire:Lit, Comparator:Unlit:Subtract
if (mat == 67) return vec4(redstoneSpecialLightColor * 0.125, 0.0125); // Repeater:Lit, Comparator:Lit
} else {
if (mat == 68) return vec4(vec3(0.75), 0.0); // Vault:Inactive
if (mat == 69) return vec4(vec3(1.3, 1.6, 1.6) * 1.0, 0.1); // Trial Spawner:Ominous:Active, Vault:Ominous:Active
if (mat == 70) return vec4(vec3(1.0, 0.1, 0.1) * candleColorMult, candleExtraLight); // Red Candles:Lit
if (mat == 71) return vec4(vec3(1.0, 0.4, 0.1) * candleColorMult, candleExtraLight); // Orange Candles:Lit
if (mat == 72) return vec4(vec3(1.0, 1.0, 0.1) * candleColorMult, candleExtraLight); // Yellow Candles:Lit
if (mat == 73) return vec4(vec3(0.1, 1.0, 0.1) * candleColorMult, candleExtraLight); // Lime Candles:Lit
}
}
} else {
if (mat < 86) {
if (mat < 80) {
if (mat == 74) return vec4(vec3(0.3, 1.0, 0.3) * candleColorMult, candleExtraLight); // Green Candles:Lit
if (mat == 75) return vec4(vec3(0.3, 0.8, 1.0) * candleColorMult, candleExtraLight); // Cyan Candles:Lit
if (mat == 76) return vec4(vec3(0.5, 0.65, 1.0) * candleColorMult, candleExtraLight); // Light Blue Candles:Lit
if (mat == 77) return vec4(vec3(0.1, 0.15, 1.0) * candleColorMult, candleExtraLight); // Blue Candles:Lit
if (mat == 78) return vec4(vec3(0.7, 0.3, 1.0) * candleColorMult, candleExtraLight); // Purple Candles:Lit
if (mat == 79) return vec4(vec3(1.0, 0.1, 1.0) * candleColorMult, candleExtraLight); // Magenta Candles:Lit
} else {
if (mat == 80) return vec4(vec3(1.0, 0.4, 1.0) * candleColorMult, candleExtraLight); // Pink Candles:Lit
if (mat == 81) return vec4(vec3(2.8, 1.1, 0.2) * 0.125, 0.0125); // Open Eyeblossom
if (mat == 82) return vec4(vec3(2.8, 1.1, 0.2) * 0.3, 0.05); // Creaking Heart: Active
if (mat == 83) return vec4(0.0);
if (mat == 84) return vec4(0.0);
if (mat == 85) return vec4(0.0);
}
} else {
if (mat < 92) {
if (mat == 86) return vec4(0.0);
if (mat == 87) return vec4(0.0);
if (mat == 88) return vec4(0.0);
if (mat == 89) return vec4(0.0);
if (mat == 90) return vec4(0.0);
if (mat == 91) return vec4(0.0);
} else {
if (mat == 92) return vec4(0.0);
if (mat == 93) return vec4(0.0);
if (mat == 94) return vec4(0.0);
if (mat == 95) return vec4(0.0);
if (mat == 96) return vec4(0.0);
if (mat == 97) return vec4(vec3(1.0, 1.0, 1.0) * 4.0, candleExtraLight); // Modded White Light Source
}
}
}
}
return vec4(blocklightCol * 20.0, 0.0);
}
vec3[] specialTintColor = vec3[](
// 200: White
vec3(1.0),
// 201: Orange
vec3(1.0, 0.3, 0.1),
// 202: Magenta
vec3(1.0, 0.1, 1.0),
// 203: Light Blue
vec3(0.5, 0.65, 1.0),
// 204: Yellow
vec3(1.0, 1.0, 0.1),
// 205: Lime
vec3(0.1, 1.0, 0.1),
// 206: Pink
vec3(1.0, 0.4, 1.0),
// 207: Gray
vec3(1.0),
// 208: Light Gray
vec3(1.0),
// 209: Cyan
vec3(0.3, 0.8, 1.0),
// 210: Purple
vec3(0.7, 0.3, 1.0),
// 211: Blue
vec3(0.1, 0.15, 1.0),
// 212: Brown
vec3(1.0, 0.75, 0.5),
// 213: Green
vec3(0.3, 1.0, 0.3),
// 214: Red
vec3(1.0, 0.1, 0.1),
// 215: Black
vec3(1.0),
// 216: Ice
vec3(0.5, 0.65, 1.0),
// 217: Glass
vec3(1.0),
// 218: Glass Pane
vec3(1.0),
// 219++
vec3(0.0)
);

View File

@ -0,0 +1,3 @@
vec3 cloudRainColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor);
vec3 cloudAmbientColor = mix(ambientColor * (sunVisibility2 * (0.55 + 0.1 * noonFactor) + 0.35), cloudRainColor * 0.5, rainFactor);
vec3 cloudLightColor = mix(lightColor * (0.9 + 0.2 * noonFactor), cloudRainColor * 0.25, noonFactor * rainFactor);

View File

@ -0,0 +1,80 @@
#ifndef INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS
#define INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS
vec3 GetLightColorMult() {
vec3 lightColorMult;
#ifdef OVERWORLD
vec3 morningLightMult = vec3(LIGHT_MORNING_R, LIGHT_MORNING_G, LIGHT_MORNING_B) * LIGHT_MORNING_I;
vec3 noonLightMult = vec3(LIGHT_NOON_R, LIGHT_NOON_G, LIGHT_NOON_B) * LIGHT_NOON_I;
vec3 nightLightMult = vec3(LIGHT_NIGHT_R, LIGHT_NIGHT_G, LIGHT_NIGHT_B) * LIGHT_NIGHT_I;
vec3 rainLightMult = vec3(LIGHT_RAIN_R, LIGHT_RAIN_G, LIGHT_RAIN_B) * LIGHT_RAIN_I;
lightColorMult = mix(noonLightMult, morningLightMult, invNoonFactor2);
lightColorMult = mix(nightLightMult, lightColorMult, sunVisibility2);
lightColorMult = mix(lightColorMult, dot(lightColorMult, vec3(0.33333)) * rainLightMult, rainFactor);
#elif defined NETHER
vec3 netherLightMult = vec3(LIGHT_NETHER_R, LIGHT_NETHER_G, LIGHT_NETHER_B) * LIGHT_NETHER_I;
lightColorMult = netherLightMult;
#elif defined END
vec3 endLightMult = vec3(LIGHT_END_R, LIGHT_END_G, LIGHT_END_B) * LIGHT_END_I;
lightColorMult = endLightMult;
#endif
#ifdef COLOR_MULTIPLIER_COMPARISON
return gl_FragCoord.x < mix(0.5, 0.0, isSneaking) * viewWidth ? vec3(1.0) : lightColorMult;
#else
return lightColorMult;
#endif
}
vec3 GetAtmColorMult() {
vec3 atmColorMult;
float spookyIntensityNight = 1.0;
float spookyIntensityRain = 1.0;
float spookyIntensityNether = 1.0;
float spookyIntensityEnd = 1.0;
#ifdef SPOOKY
spookyIntensityNight = 0.5;
spookyIntensityRain = 0.75;
spookyIntensityNether = 0.3;
#endif
#ifdef OVERWORLD
vec3 morningAtmMult = vec3(ATM_MORNING_R, ATM_MORNING_G, ATM_MORNING_B) * ATM_MORNING_I;
vec3 noonAtmMult = vec3(ATM_NOON_R, ATM_NOON_G, ATM_NOON_B) * ATM_NOON_I;
vec3 nightAtmMult = vec3(ATM_NIGHT_R, ATM_NIGHT_G, ATM_NIGHT_B) * ATM_NIGHT_I * spookyIntensityNight;
vec3 rainAtmMult = vec3(ATM_RAIN_R, ATM_RAIN_G, ATM_RAIN_B) * ATM_RAIN_I * spookyIntensityRain;
atmColorMult = mix(noonAtmMult, morningAtmMult, invNoonFactor2);
atmColorMult = mix(nightAtmMult, atmColorMult, sunVisibility2);
atmColorMult = mix(atmColorMult, dot(atmColorMult, vec3(0.33333)) * rainAtmMult, rainFactor);
#elif defined NETHER
vec3 netherAtmMult = vec3(ATM_NETHER_R, ATM_NETHER_G, ATM_NETHER_B) * ATM_NETHER_I;
atmColorMult = netherAtmMult;
#elif defined END
vec3 endAtmMult = vec3(ATM_END_R, ATM_END_G, ATM_END_B) * ATM_END_I;
atmColorMult = endAtmMult;
#endif
#ifdef SPOOKY
return atmColorMult;
#else
#ifdef COLOR_MULTIPLIER_COMPARISON
return gl_FragCoord.x < mix(0.5, 0.0, isSneaking) * viewWidth ? vec3(1.0) : atmColorMult;
#else
return atmColorMult;
#endif
#endif
}
vec3 lightColorMult;
vec3 atmColorMult;
vec3 sqrtAtmColorMult;
#endif //INCLUDE_LIGHT_AND_AMBIENT_MULTIPLIERS

View File

@ -0,0 +1,106 @@
#ifndef INCLUDE_LIGHT_AND_AMBIENT_COLORS
#define INCLUDE_LIGHT_AND_AMBIENT_COLORS
#if defined OVERWORLD
#ifndef COMPOSITE
vec3 noonClearLightColor = vec3(0.7, 0.55, 0.4) * 1.9; //ground and cloud color
#else
vec3 noonClearLightColor = vec3(0.4, 0.7, 1.4); //light shaft color
#endif
vec3 noonClearAmbientColor = pow(skyColor, vec3(0.65)) * 0.85;
#ifndef COMPOSITE
vec3 sunsetClearLightColor = pow(vec3(0.64, 0.45, 0.3), vec3(1.5 + invNoonFactor)) * 5.0; //ground and cloud color
#else
vec3 sunsetClearLightColor = pow(vec3(0.62, 0.39, 0.24), vec3(1.5 + invNoonFactor)) * 6.8; //light shaft color
#endif
vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(1.21, 0.92, 0.76) * 0.95;
#if !defined COMPOSITE && !defined DEFERRED1
vec3 nightClearLightColor = vec3(0.15, 0.14, 0.20) * (0.4 + vsBrightness * 0.4); //ground color
#elif defined DEFERRED1
vec3 nightClearLightColor = vec3(0.11, 0.14, 0.20); //cloud color
#else
vec3 nightClearLightColor = vec3(0.07, 0.12, 0.27); //light shaft color
#endif
vec3 nightClearAmbientColor = vec3(0.09, 0.12, 0.17) * (1.55 + vsBrightness * 0.77);
#ifdef SPECIAL_BIOME_WEATHER
vec3 drlcSnowM = inSnowy * vec3(-0.06, 0.0, 0.04);
vec3 drlcDryM = inDry * vec3(0.0, -0.03, -0.05);
#else
vec3 drlcSnowM = vec3(0.0), drlcDryM = vec3(0.0);
#endif
#if RAIN_STYLE == 2
vec3 drlcRainMP = vec3(-0.03, 0.0, 0.02);
#ifdef SPECIAL_BIOME_WEATHER
vec3 drlcRainM = inRainy * drlcRainMP;
#else
vec3 drlcRainM = drlcRainMP;
#endif
#else
vec3 drlcRainM = vec3(0.0);
#endif
vec3 dayRainLightColor = vec3(0.21, 0.16, 0.13) * 0.85 + noonFactor * vec3(0.0, 0.02, 0.06)
+ rainFactor * (drlcRainM + drlcSnowM + drlcDryM);
vec3 dayRainAmbientColor = vec3(0.2, 0.2, 0.25) * (1.8 + 0.5 * vsBrightness);
vec3 nightRainLightColor = vec3(0.03, 0.035, 0.05) * (0.5 + 0.5 * vsBrightness);
vec3 nightRainAmbientColor = vec3(0.16, 0.20, 0.3) * (0.75 + 0.6 * vsBrightness);
#ifndef COMPOSITE
float noonFactorDM = noonFactor; //ground and cloud factor
#else
float noonFactorDM = noonFactor * noonFactor; //light shaft factor
#endif
vec3 dayLightColor = mix(sunsetClearLightColor, noonClearLightColor, noonFactorDM);
vec3 dayAmbientColor = mix(sunsetClearAmbientColor, noonClearAmbientColor, noonFactorDM);
vec3 clearLightColor = mix(nightClearLightColor, dayLightColor, sunVisibility2);
vec3 clearAmbientColor = mix(nightClearAmbientColor, dayAmbientColor, sunVisibility2);
vec3 rainLightColor = mix(nightRainLightColor, dayRainLightColor, sunVisibility2) * 2.5;
vec3 rainAmbientColor = mix(nightRainAmbientColor, dayRainAmbientColor, sunVisibility2);
#ifdef SPOOKY
vec3 lightColor = mix(clearLightColor, rainLightColor, rainFactor) * 0.4;
#else
vec3 lightColor = mix(clearLightColor, rainLightColor, rainFactor);
#endif
#ifdef SPOOKY
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor) * 0.4;
#elif SILHOUETTE == 0
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor);
#elif SILHOUETTE == 1
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor) * mix(SILHOUETTE_BRIGHTNESS, 1.0, sunVisibility);
#else
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor) * SILHOUETTE_BRIGHTNESS;
#endif
#ifdef OVERWORLD_BEAMS
vec3 ambientColorBeam = mix(clearAmbientColor, rainAmbientColor, rainFactor);
vec3 ColorBeam = mix(ambientColorBeam, vec3(OW_BEAM_R, OW_BEAM_G, OW_BEAM_B) / 255, BEAMS_AMBIENT_INFLUENCE);
#else
vec3 ColorBeam = vec3(0.0);
#endif
#elif defined NETHER
vec3 lightColor = vec3(0.0);
#ifdef SPOOKY
vec3 ambientColor = (netherColor + 0.5 * lavaLightColor) * (0.9 + 0.45 * vsBrightness) * 0.4;
#else
vec3 ambientColor = (netherColor + 0.5 * lavaLightColor) * (0.9 + 0.45 * vsBrightness);
#endif
#elif defined END
float fogLuminance = dot(fogColor, vec3(0.299, 0.587, 0.114));
vec3 endLightColor = clamp01(mix(fogColor * 0.6 + 0.3 * normalize(fogColor + 0.0001) + 0.25 * (1.0 - fogLuminance), vec3(0.68, 0.51, 1.07), inVanillaEnd));
float endLightBalancer = 0.2 * vsBrightness;
#ifdef SPOOKY
vec3 lightColor = endLightColor * (0.35 - endLightBalancer) * 0.4;
vec3 ambientCol = endLightColor * (0.2 + endLightBalancer) * 0.4;
#else
vec3 lightColor = endLightColor * (0.35 - endLightBalancer);
vec3 ambientCol = endLightColor * (0.2 + endLightBalancer);
#endif
vec3 ambientColor = mix(ambientCol, vec3(END_AMBIENT_R, END_AMBIENT_G, END_AMBIENT_B) / 255 * END_AMBIENT_I, END_AMBIENT_INFLUENCE);
vec3 endColorBeam = mix(ambientCol, vec3(E_BEAM_R, E_BEAM_G, E_BEAM_B) / 255, E_BEAMS_AMBIENT_INFLUENCE);
#endif
#endif //INCLUDE_LIGHT_AND_AMBIENT_COLORS

View File

@ -0,0 +1,13 @@
#ifndef INCLUDE_MOON_PHASE_INF
#define INCLUDE_MOON_PHASE_INF
#ifdef OVERWORLD
float moonPhaseInfluence = mix(
1.0,
moonPhase == 0 ? MOON_PHASE_FULL : moonPhase != 4 ? MOON_PHASE_PARTIAL : MOON_PHASE_DARK,
1.0 - sunVisibility2
);
#else
float moonPhaseInfluence = 1.0;
#endif
#endif

View File

@ -0,0 +1,59 @@
#ifndef INCLUDE_SKY_COLORS
#define INCLUDE_SKY_COLORS
#ifdef OVERWORLD
#if defined CLEAR_SKY_WHEN_RAINING || defined NO_RAIN_ABOVE_CLOUDS
float rainFactorM = rainFactor * heightRelativeToCloud;
#else
float rainFactorM = rainFactor;
#endif
float rainFactorM2 = rainFactorM * rainFactor;
vec3 skyColorSqrt = sqrt(skyColor);
#ifdef SPECIAL_BIOME_WEATHER
vec3 nmscSnowM = inSnowy * vec3(-0.3, 0.05, 0.2);
vec3 nmscDryM = inDry * vec3(-0.3);
vec3 ndscSnowM = inSnowy * vec3(-0.25, -0.01, 0.25);
vec3 ndscDryM = inDry * vec3(-0.05, -0.09, -0.1);
#else
vec3 nmscSnowM = vec3(0.0), nmscDryM = vec3(0.0), ndscSnowM = vec3(0.0), ndscDryM = vec3(0.0);
#endif
#if RAIN_STYLE == 2
vec3 nmscRainMP = vec3(-0.15, 0.025, 0.1);
vec3 ndscRainMP = vec3(-0.125, -0.005, 0.125);
#ifdef SPECIAL_BIOME_WEATHER
vec3 nmscRainM = inRainy * ndscRainMP;
vec3 ndscRainM = inRainy * ndscRainMP;
#else
vec3 nmscRainM = ndscRainMP;
vec3 ndscRainM = ndscRainMP;
#endif
#else
vec3 nmscRainM = vec3(0.0), ndscRainM = vec3(0.0);
#endif
vec3 nmscWeatherM = vec3(-0.1, -0.4, -0.6) + vec3(0.0, 0.06, 0.12) * noonFactor;
vec3 ndscWeatherM = vec3(-0.15, -0.3, -0.42) + vec3(0.0, 0.02, 0.08) * noonFactor;
vec3 noonUpSkyColor = pow(skyColorSqrt, vec3(2.9));
vec3 noonMiddleSkyColor = skyColorSqrt * (vec3(1.15) + rainFactorM * (nmscWeatherM + nmscRainM + nmscSnowM + nmscDryM))
+ noonUpSkyColor * 0.6;
vec3 noonDownSkyColor = skyColorSqrt * (vec3(0.9) + rainFactorM * (ndscWeatherM + ndscRainM + ndscSnowM + ndscDryM))
+ noonUpSkyColor * 0.25;
vec3 sunsetUpSkyColor = skyColor * (vec3(0.8, 0.58, 0.58) + vec3(0.1, 0.2, 0.35) * rainFactorM2);
vec3 sunsetMiddleSkyColor = skyColor * (vec3(1.8, 1.3, 1.2) + vec3(0.15, 0.25, -0.05) * rainFactorM2);
vec3 sunsetDownSkyColorP = vec3(1.45, 0.86, 0.5) - vec3(0.8, 0.3, 0.0) * rainFactorM;
vec3 sunsetDownSkyColor = sunsetDownSkyColorP * 0.5 + 0.25 * sunsetMiddleSkyColor;
vec3 dayUpSkyColor = mix(noonUpSkyColor, sunsetUpSkyColor, invNoonFactor2);
vec3 dayMiddleSkyColor = mix(noonMiddleSkyColor, sunsetMiddleSkyColor, invNoonFactor2);
vec3 dayDownSkyColor = mix(noonDownSkyColor, sunsetDownSkyColor, invNoonFactor2);
vec3 nightColFactor = vec3(0.07, 0.14, 0.24) * (1.0 - 0.5 * rainFactorM) + skyColor;
vec3 nightUpSkyColor = pow(nightColFactor, vec3(0.90)) * 0.4;
vec3 nightMiddleSkyColor = sqrt(nightUpSkyColor) * 0.68;
vec3 nightDownSkyColor = nightMiddleSkyColor * vec3(0.82, 0.82, 0.88);
#endif
#endif //INCLUDE_SKY_COLORS

View File

@ -0,0 +1,32 @@
// vec2 Reprojection(vec3 pos) {
// pos = pos * 2.0 - 1.0;
// vec4 viewPosPrev = gbufferProjectionInverse * vec4(pos, 1.0);
// viewPosPrev /= viewPosPrev.w;
// viewPosPrev = gbufferModelViewInverse * viewPosPrev;
// vec3 cameraOffset = cameraPosition - previousCameraPosition;
// cameraOffset *= float(pos.z > 0.56);
// vec4 previousPosition = viewPosPrev + vec4(cameraOffset, 0.0);
// previousPosition = gbufferPreviousModelView * previousPosition;
// previousPosition = gbufferPreviousProjection * previousPosition;
// return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
// }
vec3 ApplyMultiColoredBlocklight(vec3 blocklightCol, vec3 screenPos) {
vec3 cameraOffset = cameraPosition - previousCameraPosition;
cameraOffset *= float(screenPos.z * 2.0 - 1.0 > 0.56);
if (screenPos.z > 0.56) {
screenPos.xy = Reprojection(screenPos, cameraOffset);
}
vec3 coloredLight = texture2D(colortex9, screenPos.xy).rgb;
vec3 coloredLightNormalized = normalize(coloredLight + 0.00001);
// do luminance correction for a seamless transition from the default blocklight color
coloredLightNormalized *= GetLuminance(blocklightCol) / GetLuminance(coloredLightNormalized);
float coloredLightMix = min1((coloredLight.r + coloredLight.g + coloredLight.b) * 2048);
return mix(blocklightCol, coloredLightNormalized, coloredLightMix * MCBL_INFLUENCE);
}

View File

@ -0,0 +1,60 @@
// GGX area light approximation from Horizon Zero Dawn
float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) {
float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan);
float RoL = 2.0 * NoL * NoV - VoL;
if (RoL >= radiusCos)
return 1.0;
float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL);
float NoTr = rOverLengthT * (NoV - RoL * NoL);
float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL);
float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0));
float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV);
float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr;
float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr;
float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr);
float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr +
q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5));
float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum);
float sinTheta = twoX1 * xDenom;
float cosTheta = 1.0 - twoX1 * xNum;
NoTr = cosTheta * NoTr + sinTheta * NoBr;
VoTr = cosTheta * VoTr + sinTheta * VoBr;
float newNoL = NoL * radiusCos + NoTr;
float newVoL = VoL * radiusCos + VoTr;
float NoH = NoV + newNoL;
float HoH = 2.0 * newVoL + 2.0;
return clamp(NoH * NoH / HoH, 0.0, 1.0);
}
float GGX(vec3 normalM, vec3 viewPos, vec3 lightVec, float NdotLmax0, float smoothnessG) {
smoothnessG = sqrt1(smoothnessG * 0.9 + 0.1);
float roughnessP = (1.35 - smoothnessG);
float roughness = pow2(pow2(roughnessP));
vec3 halfVec = normalize(lightVec - viewPos);
float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0);
float dotNV = dot(normalM, -viewPos);
#if WATER_REFLECT_QUALITY >= 2
float dotNH = GetNoHSquared(0.01, NdotLmax0, dotNV, dot(-viewPos, lightVec));
#else
float dotNH = pow2(min1(2.0 * NdotLmax0 * dotNV * length(halfVec) - dot(-viewPos, lightVec)));
#endif
float denom = dotNH * roughness - dotNH + 1.0;
float D = roughness / (3.141592653589793 * pow2(denom));
float f0 = 0.05;
float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0;
float NdotLmax0M = sqrt3(NdotLmax0 * max0(dot(normal, lightVec)));
float specular = max0(NdotLmax0M * D * F / pow2(dotLH));
specular = specular / (0.125 * specular + 1.0);
return specular;
}

View File

@ -0,0 +1,754 @@
//Lighting Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/lighting/ggx.glsl"
#if SHADOW_QUALITY > -1 && (defined OVERWORLD || defined END)
#include "/lib/lighting/shadowSampling.glsl"
#endif
#if defined CLOUDS_REIMAGINED && defined CLOUD_SHADOWS
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
#endif
#ifdef LIGHT_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#if defined MOON_PHASE_INF_LIGHT || defined MOON_PHASE_INF_REFLECTION
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#if COLORED_LIGHTING_INTERNAL > 0
#include "/lib/misc/voxelization.glsl"
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
#define ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
vec3 highlightColor = normalize(pow(lightColor, vec3(0.37))) * (0.3 + 1.5 * sunVisibility2) * (1.0 - 0.85 * rainFactor);
//Lighting//
void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 viewPos, float lViewPos, vec3 geoNormal, vec3 normalM,
vec3 worldGeoNormal, vec2 lightmap, bool noSmoothLighting, bool noDirectionalShading, bool noVanillaAO,
bool centerShadowBias, int subsurfaceMode, float smoothnessG, float highlightMult, float emission, inout float purkinjeOverwrite) {
#ifdef SPOOKY
lightmap.x *= 0.85;
#endif
vec2 oldLightmap = lightmap.xy;
#ifdef DO_PIXELATION_EFFECTS
vec2 pixelationOffset = ComputeTexelOffset(tex, texCoord);
#ifdef PIXELATED_SHADOWS
vec3 playerPosPixelated = TexelSnap(playerPos, pixelationOffset);
#endif
#ifdef PIXELATED_BLOCKLIGHT
lightmap = clamp(TexelSnap(lightmap, pixelationOffset), 0.0, 1.0);
lViewPos = TexelSnap(lViewPos, pixelationOffset);
#endif
#endif
float lightmapY2 = pow2(lightmap.y);
float lightmapYM = smoothstep1(lightmap.y);
float subsurfaceHighlight = 0.0;
float ambientMult = 1.0;
vec3 lightColorM = lightColor;
vec3 ambientColorM = ambientColor;
vec3 nViewPos = normalize(viewPos);
#if defined LIGHT_COLOR_MULTS && !defined GBUFFERS_WATER // lightColorMult is defined early in gbuffers_water
lightColorMult = GetLightColorMult();
#endif
vec2 lightningAdd = vec2(0);
vec2 deathFlashAdd = vec2(0);
vec3 lightningPos = vec3(0);
#ifdef EPIC_THUNDERSTORM
float lightningDistance = 550.0;
lightningPos = getLightningPos(playerPos, lightningBoltPosition.xyz, false);
float lightningFadeOut = max(1.0 - length(lightningPos) / lightningDistance, 0.0);
float lightningFadeOutExp = exp((1.0 - lightningFadeOut) * -15.0);
vec3 normalLightning = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.25);
float lightningNormalGradient = 0.12;
if (subsurfaceMode == 1) lightningNormalGradient = mix(lightningNormalGradient, 0.45, lightningFadeOutExp);
lightningAdd = (lightningFlashEffect(lightningPos, normalLightning, lightningDistance, lightningNormalGradient, subsurfaceMode) * 10.0 + mix(0.1, 0.0 , lightningFadeOut)) * isLightningActive();
ambientColorM += lightningAdd.x;
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
vec3 dragonPosition = vec3(0, 80, 0) - cameraPosition;
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
float dragonDeathFactor = 0.0001 * isDying;
float deathFadeFactor = exp(-3.0 * (1.0 - dragonDeathFactor)) * dragonDeathFactor;
if (dragonDeathFactor < 0.99) {
vec3 normalMDeath = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.5);
vec3 endDragonCol = vec3(E_DRAGON_BEAM_R, E_DRAGON_BEAM_G, E_DRAGON_BEAM_B) / 255.0 * E_DRAGON_BEAM_I;
vec3 deathFlashPos = getLightningPos(playerPos, dragonPosition, true);
float effectDistance = 800.0;
deathFlashAdd = lightningFlashEffect(deathFlashPos, normalMDeath, effectDistance, 0.0, subsurfaceMode) * 35.0 * deathFadeFactor;
ambientColorM *= mix(1.0, 0.0, deathFadeFactor) + deathFlashAdd.x * saturateColors(sqrt(endDragonCol), 0.5);
purkinjeOverwrite = 1.0;
}
#endif
#if SSS_STRENGTH == 0
subsurfaceMode = 0;
#endif
#ifdef OVERWORLD
float skyLightShadowMult = pow2(pow2(lightmapY2));
#else
float skyLightShadowMult = 1.0;
#endif
#if defined SIDE_SHADOWING || defined DIRECTIONAL_SHADING
float NdotN = dot(normalM, northVec);
float absNdotN = abs(NdotN);
#endif
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
float NPdotU = abs(dot(geoNormal, upVec));
#endif
// Shadows
#if defined OVERWORLD || defined END
float NdotL = dot(normalM, lightVec);
#ifdef GBUFFERS_WATER
//NdotL = mix(NdotL, 1.0, 1.0 - color.a);
#endif
#ifdef CUSTOM_PBR
float geoNdotL = dot(geoNormal, lightVec);
float geoNdotLM = geoNdotL > 0.0 ? geoNdotL * 10.0 : geoNdotL;
NdotL = min(geoNdotLM, NdotL);
NdotL *= 1.0 - 0.7 * (1.0 - pow2(pow2(NdotUmax0))) * NPdotU;
#endif
#if SHADOW_QUALITY == -1 && defined GBUFFERS_TERRAIN || defined DREAM_TWEAKED_LIGHTING
if (subsurfaceMode == 1) {
NdotU = 1.0;
NdotUmax0 = 1.0;
NdotL = dot(upVec, lightVec);
} else if (subsurfaceMode == 2) {
highlightMult *= NdotL;
NdotL = mix(NdotL, 1.0, 0.35);
}
subsurfaceMode = 0;
#endif
float NdotLmax0 = max0(NdotL);
float NdotLM = NdotLmax0 * 0.9999;
#ifdef GBUFFERS_TEXTURED
NdotLM = 1.0;
#else
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode != 0) {
#if defined CUSTOM_PBR && defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
shadowMult *= max(pow2(pow2(dot(normalM, geoNormal))), sqrt2(NdotLmax0));
#endif
NdotLM = 1.0;
}
#ifdef SIDE_SHADOWING
else
#endif
#endif
#ifdef SIDE_SHADOWING
NdotLM = max0(NdotL + 0.4) * 0.714;
#ifdef END
NdotLM = sqrt3(NdotLM);
#endif
#endif
#endif
#if ENTITY_SHADOWS_DEFINE == -1 && (defined GBUFFERS_ENTITIES || defined GBUFFERS_BLOCK)
lightColorM = mix(lightColorM * 0.75, ambientColorM, 0.5 * pow2(pow2(1.0 - NdotLM)));
NdotLM = NdotLM * 0.75 + 0.25;
#endif
if (shadowMult.r > 0.00001) {
#if SHADOW_QUALITY > -1
if (NdotLM > 0.0001) {
vec3 shadowMultBeforeLighting = shadowMult;
float shadowLength = min(shadowDistance, far) * 0.9166667 - lViewPos; //consistent08JJ622
if (shadowLength > 0.000001) {
#if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0
float offset = 0.00098;
#elif SHADOW_SMOOTHING == 3
float offset = 0.00075;
#elif SHADOW_SMOOTHING == 2
float offset = 0.0005;
#elif SHADOW_SMOOTHING == 1
float offset = 0.0003;
#endif
vec3 playerPosM = playerPos;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
playerPosM = playerPosPixelated;
#endif
#ifdef GBUFFERS_TEXTURED
vec3 centerPlayerPos = floor(playerPos + cameraPosition) - cameraPosition + 0.5;
playerPosM = mix(centerPlayerPos, playerPosM + vec3(0.0, 0.02, 0.0), lightmapYM);
#else
// Shadow bias without peter-panning
float distanceBias = pow(dot(playerPos, playerPos), 0.75);
distanceBias = 0.12 + 0.0008 * distanceBias;
vec3 bias = worldGeoNormal * distanceBias * (2.0 - 0.95 * NdotLmax0); // 0.95 fixes pink petals noon shadows
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode == 2) {
bias *= vec3(0.0, 0.0, -0.75);
} else if (subsurfaceMode == 1) {
bias = vec3(0.0);
centerShadowBias = true;
}
#endif
// Fix light leaking in caves
if (lightmapYM < 0.999) {
#ifdef GBUFFERS_HAND
playerPosM = mix(vec3(0.0), playerPosM, 0.2 + 0.8 * lightmapYM);
#else
if (centerShadowBias) {
#ifdef OVERWORLD
vec3 centerPos = floor(playerPosM + cameraPosition) - cameraPosition + 0.5;
playerPosM = mix(centerPos, playerPosM, 0.5 + 0.5 * lightmapYM);
#endif
} else {
vec3 edgeFactor = 0.2 * (0.5 - fract(playerPosM + cameraPosition + worldGeoNormal * 0.01));
#ifdef GBUFFERS_WATER
bias *= 0.7;
playerPosM += (1.0 - lightmapYM) * edgeFactor;
#endif
playerPosM += (1.0 - pow2(pow2(max(glColor.a, lightmapYM)))) * edgeFactor;
}
#endif
}
playerPosM += bias;
#endif
vec3 shadowPos = GetShadowPos(playerPosM);
bool leaves = false;
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode == 0) {
#if defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
offset *= 1.0 + pow2(absNdotN);
#endif
} else {
float VdotL = dot(nViewPos, lightVec);
float lightFactor = pow(max(VdotL, 0.0), 10.0) * float(isEyeInWater == 0);
if (subsurfaceMode == 1) {
offset = 0.0010235 * lightmapYM + 0.0009765;
shadowPos.z -= max(NdotL * 0.0001, 0.0) * lightmapYM;
subsurfaceHighlight = lightFactor * 0.8;
#ifndef SHADOW_FILTERING
shadowPos.z -= 0.0002;
#endif
} else if (subsurfaceMode == 2) {
leaves = true;
offset = 0.0005235 * lightmapYM + 0.0009765;
shadowPos.z -= 0.000175 * lightmapYM;
subsurfaceHighlight = lightFactor * 0.6;
#ifndef SHADOW_FILTERING
NdotLM = mix(NdotL, NdotLM, 0.5);
#endif
} else {
}
}
#endif
shadowMult *= GetShadow(shadowPos, lViewPos, lightmap.y, offset, leaves);
}
float shadowSmooth = 16.0;
if (shadowLength < shadowSmooth) {
float shadowMixer = max0(shadowLength / shadowSmooth);
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode != 0) {
float shadowMixerM = pow2(shadowMixer);
if (subsurfaceMode == 1) skyLightShadowMult *= mix(0.6 + 0.3 * pow2(noonFactor), 1.0, shadowMixerM);
else skyLightShadowMult *= mix(NdotL * 0.4999 + 0.5, 1.0, shadowMixerM);
subsurfaceHighlight *= shadowMixer;
}
#endif
shadowMult = mix(vec3(skyLightShadowMult * shadowMultBeforeLighting), shadowMult, shadowMixer);
}
}
#else
shadowMult *= skyLightShadowMult;
#endif
#ifdef CLOUD_SHADOWS
vec3 worldPos = playerPos + cameraPosition;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
worldPos = playerPosPixelated + cameraPosition;
#endif
float cloudShadowMult = 1.0;
#ifdef CLOUDS_REIMAGINED
float EdotL = dot(eastVec, lightVec);
float EdotLM = tan(acos(EdotL));
#if SUN_ANGLE != 0
float NVdotLM = tan(acos(dot(northVec, lightVec)));
#endif
float distToCloudLayer1 = cloudAlt1i - worldPos.y;
vec3 cloudOffset1 = vec3(distToCloudLayer1 / EdotLM, 0.0, 0.0);
#if SUN_ANGLE != 0
cloudOffset1.z += distToCloudLayer1 / NVdotLM;
#endif
vec2 cloudPos1 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset1, cloudAlt1i).xz, CLOUD_SHADOW_ROUNDNESS);
float cloudSample = texture2D(gaux4, cloudPos1).b;
cloudSample *= clamp(distToCloudLayer1 * 0.1, 0.0, 1.0);
#ifdef DOUBLE_REIM_CLOUDS
float distToCloudLayer2 = cloudAlt2i - worldPos.y;
vec3 cloudOffset2 = vec3(distToCloudLayer2 / EdotLM, 0.0, 0.0);
#if SUN_ANGLE != 0
cloudOffset2.z += distToCloudLayer2 / NVdotLM;
#endif
vec2 cloudPos2 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset2, cloudAlt2i).xz, CLOUD_SHADOW_ROUNDNESS);
float cloudSample2 = texture2D(gaux4, cloudPos2).b;
cloudSample2 *= clamp(distToCloudLayer2 * 0.1, 0.0, 1.0);
cloudSample = 1.0 - (1.0 - cloudSample) * (1.0 - cloudSample2);
#endif
cloudSample *= sqrt3(1.0 - abs(EdotL));
cloudShadowMult = 1.0 - 0.85 * cloudSample;
#else
vec2 csPos = worldPos.xz + worldPos.y * 0.25;
csPos.x += syncedTime;
csPos *= 0.000002 * CLOUD_UNBOUND_SIZE_MULT;
vec2 shadowoffsets[8] = vec2[8](
vec2( 0.0 , 1.0 ),
vec2( 0.7071, 0.7071),
vec2( 1.0 , 0.0 ),
vec2( 0.7071,-0.7071),
vec2( 0.0 ,-1.0 ),
vec2(-0.7071,-0.7071),
vec2(-1.0 , 0.0 ),
vec2(-0.7071, 0.7071));
float cloudSample = 0.0;
for (int i = 0; i < 8; i++) {
cloudSample += texture2D(noisetex, csPos + 0.005 * shadowoffsets[i]).b;
}
shadowMult *= smoothstep1(pow2(min1(cloudSample * 0.2)));
cloudShadowMult = smoothstep1(pow2(min1(cloudSample * 0.2)));
#endif
shadowMult *= mix(1.0, mix(cloudShadowMult, 1.0, NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility)), CLOUD_TRANSPARENCY);
#endif
shadowMult *= max(NdotLM * shadowTime, 0.0);
}
#ifdef GBUFFERS_WATER
else { // Low Quality Water
shadowMult = vec3(pow2(lightmapY2) * max(NdotLM * shadowTime, 0.0));
}
#endif
#endif
// Blocklight
#if defined DIRECTIONAL_LIGHTMAP_NORMALS && !defined GBUFFERS_HAND
float lightmapDir = oldLightmap.x;
float lightmapDir1 = lightmapDir;
vec3 dFdViewPosX = dFdx(viewPos);
vec3 dFdViewPosY = dFdy(viewPos);
vec2 dFdBlock = vec2(dFdx(oldLightmap.x), dFdy(oldLightmap.x));
vec3 blockLightDir = dFdViewPosX * dFdBlock.x + dFdViewPosY * dFdBlock.y;
if (length(dFdBlock) > 1e-6) {
lightmapDir *= clamp01(dot(normalize(blockLightDir), normalM)) + 1.0;
lightmapDir1 *= clamp01(dot(normalize(blockLightDir), normalM) + 1.0);
lightmapDir = mix(lightmapDir, lightmapDir1, 0.55);
}
lightmap.x = mix(lightmap.x, lightmapDir, DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH * 0.01 * max0(100.0 - lViewPos)); // mix with 0.5 to match regular normal intensity, mix to the normal lightmap with lViewPos to mitigate floating point precision error, dir lightmap only when player near light sources, otherwise normal lightmap
#endif
#ifndef GBUFFERS_TEXTURED
float lightmapXM;
if (!noSmoothLighting) {
float lightmapXMTransition = pow2(pow2(pow2(pow2(lightmap.x)))) * (10 - vsBrightness) * 2;
float lightmapXMTransition2 = pow2(pow2(pow2(lightmap.x))) * (3.8 - vsBrightness) * 0.8;
float lightmapXMTransition3 = pow2(pow2(lightmap.x)) * (3.8 - vsBrightness * 0.7);
float lightmapXMSteep = max(0.0, pow2(pow2(lightmap.x * lightmap.x)) * (3.8 - 0.6 * vsBrightness) + (lightmapXMTransition + lightmapXMTransition2 + lightmapXMTransition3) * ((UPPER_LIGHTMAP_CURVE * 0.1 + 0.9) - 1.0) * mix(1.0, 10.0, float(int(max(0.0, UPPER_LIGHTMAP_CURVE - 0.01))))); // Fancy Math
float lightmapXMCalm = (lightmap.x) * (1.8 + 0.6 * vsBrightness) * LOWER_LIGHTMAP_CURVE;
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
} else lightmapXM = pow2(lightmap.x) * 10.0 * pow(lightmap.x, pow2(UPPER_LIGHTMAP_CURVE)) * UPPER_LIGHTMAP_CURVE * (UPPER_LIGHTMAP_CURVE * 0.7 + 0.3);
#else
float lightmapXM;
if (!noSmoothLighting) {
float lightmapXMSteep = pow2(pow2(lightmap.x * lightmap.x)) * (3.8 - 0.6 * vsBrightness);
float lightmapXMCalm = (lightmap.x) * (1.8 + 0.6 * vsBrightness);
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
} else lightmapXM = pow2(lightmap.x) * lightmap.x * 10.0;
#endif
#if BLOCKLIGHT_FLICKERING > 0 || defined SPOOKY
float blocklightFlickerSpookyStrength = 0.0;
#ifdef SPOOKY
blocklightFlickerSpookyStrength = 0.7;
#endif
vec2 flickerNoiseBlock = texture2D(noisetex, vec2(frameTimeCounter * 0.06)).rb;
lightmapXM *= mix(1.0, min1(max(flickerNoiseBlock.r, flickerNoiseBlock.g) * 1.7), max(pow2(BLOCKLIGHT_FLICKERING * 0.1), blocklightFlickerSpookyStrength));
#endif
#ifdef RANDOM_BLOCKLIGHT
float RandR = texture2D(noisetex, 0.00016 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_R;
float RandG = texture2D(noisetex, 0.00029 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_G;
float RandB = texture2D(noisetex, 0.00034 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_B;
blocklightCol = vec3(RandR, RandG, RandB) * 0.875;
#endif
vec3 blockLighting = lightmapXM * blocklightCol;
#if COLORED_LIGHTING_INTERNAL > 0
// Prepare
#if defined GBUFFERS_HAND
vec3 voxelPos = SceneToVoxel(vec3(0.0));
#elif defined GBUFFERS_TEXTURED
vec3 voxelPos = SceneToVoxel(playerPos);
#else
vec3 voxelPos = SceneToVoxel(playerPos);
voxelPos = voxelPos + worldGeoNormal * 0.55; // should be close to 0.5 for ACL_CORNER_LEAK_FIX but 0.5 makes slabs flicker
#endif
vec3 specialLighting = vec3(0.0);
vec4 lightVolume = vec4(0.0);
if (CheckInsideVoxelVolume(voxelPos)) {
vec3 voxelPosM = clamp01(voxelPos / vec3(voxelVolumeSize));
lightVolume = GetLightVolume(voxelPosM);
lightVolume = sqrt(lightVolume);
specialLighting = lightVolume.rgb;
}
// Add extra articial light for blocks that request it
lightmapXM = mix(lightmapXM, 10.0, lightVolume.a);
specialLighting *= 1.0 + 50.0 * lightVolume.a;
// Color Balance
specialLighting = lightmapXM * 0.13 * DoLuminanceCorrection(specialLighting + blocklightCol * 0.05);
// Add some extra non-contrasty detail
AddSpecialLightDetail(specialLighting, color.rgb, emission);
#if COLORED_LIGHT_SATURATION != 100
specialLighting = mix(blockLighting, specialLighting, COLORED_LIGHT_SATURATION * 0.01);
#endif
// Serve with distance fade
vec3 absPlayerPosM = abs(playerPos);
#if COLORED_LIGHTING_INTERNAL <= 512
absPlayerPosM.y *= 2.0;
#elif COLORED_LIGHTING_INTERNAL == 768
absPlayerPosM.y *= 3.0;
#elif COLORED_LIGHTING_INTERNAL == 1024
absPlayerPosM.y *= 4.0;
#endif
float maxPlayerPos = max(absPlayerPosM.x, max(absPlayerPosM.y, absPlayerPosM.z));
float blocklightDecider = pow2(min1(maxPlayerPos / effectiveACLdistance * 2.0));
//if (heldItemId != 40000 || heldItemId2 == 40000) // Hold spider eye to see vanilla lighting
blockLighting = mix(specialLighting, blockLighting, blocklightDecider);
//if (heldItemId2 == 40000 && heldItemId != 40000) blockLighting = lightVolume.rgb; // Hold spider eye to see light volume
#endif
#if HELD_LIGHTING_MODE >= 1
float heldLight = heldBlockLightValue; float heldLight2 = heldBlockLightValue2;
#ifndef IS_IRIS
if (heldLight > 15.1) heldLight = 0.0;
if (heldLight2 > 15.1) heldLight2 = 0.0;
#endif
#if COLORED_LIGHTING_INTERNAL == 0
vec3 heldLightCol = blocklightCol; vec3 heldLightCol2 = blocklightCol;
if (heldItemId == 45032) heldLight = 15; if (heldItemId2 == 45032) heldLight2 = 15; // Lava Bucket
#else
vec3 heldLightCol = GetSpecialBlocklightColor(heldItemId - 44000).rgb;
vec3 heldLightCol2 = GetSpecialBlocklightColor(heldItemId2 - 44000).rgb;
if (heldItemId == 45032) { heldLightCol = lavaSpecialLightColor.rgb; heldLight = 15; } // Lava Bucket
if (heldItemId2 == 45032) { heldLightCol2 = lavaSpecialLightColor.rgb; heldLight2 = 15; }
#if COLORED_LIGHT_SATURATION != 100
heldLightCol = mix(blocklightCol, heldLightCol, COLORED_LIGHT_SATURATION * 0.01);
heldLightCol2 = mix(blocklightCol, heldLightCol2, COLORED_LIGHT_SATURATION * 0.01);
#endif
#endif
heldLight = clamp(heldLight, 0.0, 15.0);
heldLight2 = clamp(heldLight2, 0.0, 15.0);
vec3 playerPosLightM = playerPos + relativeEyePosition;
playerPosLightM.y += 0.7;
float lViewPosL = length(playerPosLightM) + 6.0;
#if HELD_LIGHTING_MODE == 1
lViewPosL *= 1.5;
#endif
#ifdef SPOOKY
heldLight *= 1.3;
heldLight2 *= 1.3;
lViewPosL *= 1.6;
#endif
#ifdef DIRECTIONAL_LIGHTMAP_NORMALS
vec3 cameraHeldLightPos = (gbufferModelView * vec4(-relativeEyePosition, 1.0)).xyz;
vec3 worldGeoNormalView = (gbufferModelView * vec4(worldGeoNormal, 1.0)).xyz;
cameraHeldLightPos.x += 0.66 * (float(heldLight > 0) - float(heldLight2 > 0)); // Held light position offset
float dirHandLightmap = clamp01(dot(normalize(cameraHeldLightPos - viewPos), normalM)) + 1.0;
float differenceDir = dirHandLightmap - (clamp01(dot(normalize(cameraHeldLightPos - viewPos), worldGeoNormalView)) + 1.0); // Difference between normal and geo normal
dirHandLightmap = mix(1.0, dirHandLightmap, differenceDir * DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH);
heldLight *= dirHandLightmap;
heldLight2 *= dirHandLightmap;
#endif
heldLight = pow2(pow2(heldLight * 0.47 / lViewPosL));
heldLight2 = pow2(pow2(heldLight2 * 0.47 / lViewPosL));
vec3 heldLighting = pow2(heldLight * DoLuminanceCorrection(heldLightCol + 0.001))
+ pow2(heldLight2 * DoLuminanceCorrection(heldLightCol2 + 0.001));
#if COLORED_LIGHTING_INTERNAL > 0
AddSpecialLightDetail(heldLighting, color.rgb, emission);
#endif
#ifdef GBUFFERS_HAND
blockLighting *= 0.5;
heldLighting *= 2.0;
#endif
#if HAND_BLOCKLIGHT_FLICKERING > 0
vec2 flickerNoiseHand = texture2D(noisetex, vec2(frameTimeCounter * 0.06)).rb;
float flickerMix = mix(1.0, min1(max(flickerNoiseHand.r, flickerNoiseHand.g) * 1.7), pow2(HAND_BLOCKLIGHT_FLICKERING * 0.1));
heldLighting *= flickerMix;
#ifdef GBUFFERS_HAND
emission *= mix(1.0, flickerMix, heldLight + heldLight2);
#endif
#endif
#endif
// Minimum Light
float fadeMinLightDistance = 1.0;
#if defined DISTANCE_MIN_LIGHT || defined SPOOKY
float blockMinLightFadeDistance = 250;
#ifdef SPOOKY
blockMinLightFadeDistance = 80;
#endif
fadeMinLightDistance = max(1.0 - length(playerPos) / blockMinLightFadeDistance, 0.0);
fadeMinLightDistance = exp((1.0 - fadeMinLightDistance) * -15.0) * (1.0 - nightVision) + nightVision;
#endif
#if !defined END && defined SPOOKY
vec3 minLighting = vec3(0.045) * fadeMinLightDistance;
#else
#if !defined END && MINIMUM_LIGHT_MODE > 0
#if MINIMUM_LIGHT_MODE == 1
vec3 minLighting = vec3(0.0038) * fadeMinLightDistance;
#elif MINIMUM_LIGHT_MODE == 2
vec3 minLighting = vec3(0.005625 + vsBrightness * 0.043) * fadeMinLightDistance;
#elif MINIMUM_LIGHT_MODE == 3
vec3 minLighting = vec3(0.0625) * fadeMinLightDistance;
#elif MINIMUM_LIGHT_MODE >= 4
vec3 minLighting = vec3(0.07 * pow2(MINIMUM_LIGHT_MODE - 2.5)) * fadeMinLightDistance;
#endif
minLighting *= vec3(0.45, 0.475, 0.6);
minLighting *= 1.0 - lightmapYM;
#else
vec3 minLighting = vec3(0.0);
#endif
#endif
minLighting += nightVision * vec3(0.5, 0.5, 0.75);
// Lighting Tweaks
#ifdef OVERWORLD
ambientMult = mix(lightmapYM, pow2(lightmapYM) * lightmapYM, rainFactor);
#if SHADOW_QUALITY == -1
float tweakFactor = 1.0 + 0.6 * (1.0 - pow2(pow2(pow2(noonFactor))));
lightColorM /= tweakFactor;
ambientMult *= mix(tweakFactor, 1.0, 0.5 * NdotUmax0);
#endif
#if AMBIENT_MULT != 100
#define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.006
vec3 shadowMultP = shadowMult / (0.1 + 0.9 * sqrt2(max0(NdotLM)));
ambientMult *= 1.0 + pow2(pow2(max0(1.0 - dot(shadowMultP, shadowMultP)))) * AMBIENT_MULT_M *
(0.5 + 0.2 * sunFactor + 0.8 * noonFactor) * (1.0 - rainFactor * 0.5);
#endif
if (isEyeInWater != 1) {
float lxFactor = (sunVisibility2 * 0.4 + (0.6 - 0.6 * pow2(invNoonFactor))) * (6.0 - 5.0 * rainFactor);
lxFactor *= lightmapY2 + lightmapY2 * 2.0 * pow2(shadowMult.r);
lxFactor = max0(lxFactor - emission * 1000000.0);
blockLighting *= pow(lightmapXM / 60.0 + 0.001, 0.09 * lxFactor);
// Less light in the distance / more light closer to the camera during rain or night to simulate thicker fog
float rainLF = 0.1 * rainFactor;
float lightFogTweaks = 1.0 + max0(96.0 - lViewPos) * (0.002 * (1.0 - sunVisibility2) + 0.0104 * rainLF) - rainLF;
ambientMult *= lightFogTweaks;
lightColorM *= lightFogTweaks;
}
#endif
#ifdef GBUFFERS_HAND
ambientMult *= 1.3; // To improve held map visibility
#endif
// Directional Shading
float directionShade = 1.0;
#ifdef DIRECTIONAL_SHADING
if (!noDirectionalShading) {
float NdotE = dot(normalM, eastVec);
float absNdotE = abs(NdotE);
float absNdotE2 = pow2(absNdotE);
#if !defined NETHER
float NdotUM = 0.75 + NdotU * 0.25;
#else
float NdotUM = 0.75 + abs(NdotU + 0.5) * 0.16666;
#endif
float NdotNM = 1.0 + 0.075 * absNdotN;
float NdotEM = 1.0 - 0.1 * absNdotE2;
directionShade = NdotUM * NdotEM * NdotNM;
#ifdef OVERWORLD
lightColorM *= 1.0 + absNdotE2 * 0.75;
#elif defined NETHER
directionShade *= directionShade;
ambientColorM += lavaLightColor * pow2(absNdotN * 0.5 + max0(-NdotU)) * (0.7 + 0.35 * vsBrightness);
#endif
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
float cpbrAmbFactor = NdotN * NPdotU;
cpbrAmbFactor = 1.0 - 0.3 * cpbrAmbFactor;
ambientColorM *= cpbrAmbFactor;
minLighting *= cpbrAmbFactor;
#endif
#if defined OVERWORLD && defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
// Fake bounced light
ambientColorM = mix(ambientColorM, lightColorM, (0.05 + 0.03 * subsurfaceMode) * absNdotN * lightmapY2);
// Get a bit more natural looking lighting during noon
lightColorM *= 1.0 + max0(1.0 - subsurfaceMode) * pow(noonFactor, 20.0) * (pow2(absNdotN) - absNdotE2 * 0.1);
#endif
}
#endif
#ifdef DREAM_TWEAKED_LIGHTING
ambientColorM = mix(ambientColorM, lightColorM, 0.25) * 1.5;
lightColorM = lightColorM * 0.3;
#endif
// Scene Lighting Stuff
vec3 sceneLighting = lightColorM * shadowMult + ambientColorM * ambientMult;
float dotSceneLighting = dot(sceneLighting, sceneLighting);
#if HELD_LIGHTING_MODE >= 1
blockLighting = sqrt(pow2(blockLighting) + heldLighting);
#endif
blockLighting *= XLIGHT_I;
#ifdef LIGHT_COLOR_MULTS
sceneLighting *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_LIGHT
sceneLighting *= moonPhaseInfluence;
#endif
// Vanilla Ambient Occlusion
float vanillaAO = 1.0;
#if VANILLAAO_I > 0
vanillaAO = glColor.a;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_AO
vanillaAO = TexelSnap(vanillaAO, pixelationOffset);
#endif
if (subsurfaceMode != 0) vanillaAO = mix(min1(vanillaAO * 1.15), 1.0, shadowMult.g);
else if (!noVanillaAO) {
#ifdef GBUFFERS_TERRAIN
vanillaAO = min1(vanillaAO + 0.08);
#ifdef OVERWORLD
vanillaAO = pow(
pow1_5(vanillaAO),
1.0 + dotSceneLighting * 0.02 + NdotUmax0 * (0.15 + 0.25 * pow2(noonFactor * pow2(lightmapY2)))
);
#elif defined NETHER
vanillaAO = pow(
pow1_5(vanillaAO),
1.0 + NdotUmax0 * 0.5
);
#else
vanillaAO = pow(
vanillaAO,
0.75 + NdotUmax0 * 0.25
);
#endif
#endif
vanillaAO = vanillaAO * 0.9 + 0.1;
#if VANILLAAO_I != 100
#define VANILLAAO_IM VANILLAAO_I * 0.01
vanillaAO = pow(vanillaAO, VANILLAAO_IM);
#endif
}
#endif
#ifdef EPIC_THUNDERSTORM
vanillaAO += lightningAdd.y * 0.1 * (-vanillaAO + 1);
#endif
// Light Highlight
vec3 lightHighlight = vec3(0.0);
#ifdef LIGHT_HIGHLIGHT
float specularHighlight = GGX(normalM, nViewPos, lightVec, NdotLmax0, smoothnessG);
specularHighlight *= highlightMult;
lightHighlight = isEyeInWater != 1 ? shadowMult : pow(shadowMult, vec3(0.25)) * 0.35;
lightHighlight *= (subsurfaceHighlight + specularHighlight) * highlightColor;
#ifdef LIGHT_COLOR_MULTS
lightHighlight *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_REFLECTION
lightHighlight *= pow2(moonPhaseInfluence);
#endif
#ifdef SPOOKY
lightHighlight *= 0.3;
#endif
#endif
// Mix Colors
vec3 finalDiffuse = pow2(directionShade * vanillaAO) * (blockLighting + pow2(sceneLighting) + minLighting) + pow2(emission);
finalDiffuse = sqrt(max(finalDiffuse, vec3(0.0))); // sqrt() for a bit more realistic light mix, max() to prevent NaNs
// Apply Lighting
color.rgb *= finalDiffuse;
color.rgb += lightHighlight;
color.rgb *= pow2(1.0 - darknessLightFactor);
}

View File

@ -0,0 +1,118 @@
vec3 GetShadowPos(vec3 playerPos) {
vec3 shadowPos = PlayerToShadow(playerPos);
float distb = sqrt(shadowPos.x * shadowPos.x + shadowPos.y * shadowPos.y);
float distortFactor = distb * shadowMapBias + (1.0 - shadowMapBias);
shadowPos.xy /= distortFactor;
shadowPos.z *= 0.2;
return shadowPos * 0.5 + 0.5;
}
vec3 SampleShadow(vec3 shadowPos, float colorMult, float colorPow) {
float shadow0 = shadow2D(shadowtex0, vec3(shadowPos.st, shadowPos.z)).x;
vec3 shadowcol = vec3(0.0);
if (shadow0 < 1.0) {
float shadow1 = shadow2D(shadowtex1, vec3(shadowPos.st, shadowPos.z)).x;
if (shadow1 > 0.9999) {
shadowcol = texture2D(shadowcolor0, shadowPos.st).rgb * shadow1;
shadowcol *= colorMult;
shadowcol = pow(shadowcol, vec3(colorPow));
}
}
return shadowcol * (1.0 - shadow0) + shadow0;
}
float InterleavedGradientNoiseForShadows() {
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED && defined TAA
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
#else
return fract(n);
#endif
}
vec2 offsetDist(float x, int s) {
float n = fract(x * 2.427) * 3.1415;
return vec2(cos(n), sin(n)) * 1.4 * x / s;
}
vec3 SampleTAAFilteredShadow(vec3 shadowPos, float lViewPos, float offset, bool leaves, float colorMult, float colorPow) {
vec3 shadow = vec3(0.0);
float gradientNoise = InterleavedGradientNoiseForShadows();
#if SHADOW_QUALITY == 0
int shadowSamples = 0; // We don't use SampleTAAFilteredShadow on Shadow Quality 0
#elif SHADOW_QUALITY == 1
int shadowSamples = 1;
#elif SHADOW_QUALITY == 2 || SHADOW_QUALITY == 3
int shadowSamples = 2;
#elif SHADOW_QUALITY == 4
int shadowSamples = 2;
if (lViewPos < 10.0) shadowSamples = 6;
#elif SHADOW_QUALITY == 5
int shadowSamples = 6;
if (lViewPos < 10.0) shadowSamples = 12;
#endif
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED
offset *= 1.3875;
#else
shadowSamples *= 2;
offset *= 0.69375;
#endif
float shadowPosZM = shadowPos.z;
for (int i = 0; i < shadowSamples; i++) {
vec2 offset2 = offsetDist(gradientNoise + i, shadowSamples) * offset;
if (leaves) shadowPosZM = shadowPos.z - 0.12 * offset * (gradientNoise + i) / shadowSamples;
shadow += SampleShadow(vec3(shadowPos.st + offset2, shadowPosZM), colorMult, colorPow);
shadow += SampleShadow(vec3(shadowPos.st - offset2, shadowPosZM), colorMult, colorPow);
}
shadow /= shadowSamples * 2.0;
return shadow;
}
vec2 shadowOffsets[4] = vec2[4](
vec2( 1.0, 0.0),
vec2( 0.0, 1.0),
vec2(-1.0, 0.0),
vec2( 0.0,-1.0));
vec3 SampleBasicFilteredShadow(vec3 shadowPos, float offset) {
float shadow = 0.0;
for (int i = 0; i < 4; i++) {
shadow += shadow2D(shadowtex0, vec3(offset * shadowOffsets[i] + shadowPos.st, shadowPos.z)).x;
}
return vec3(shadow * 0.25);
}
vec3 GetShadow(vec3 shadowPos, float lViewPos, float lightmapY, float offset, bool leaves) {
#if SHADOW_QUALITY > 0
#if ENTITY_SHADOWS_DEFINE == -1 && defined GBUFFERS_BLOCK
offset *= 4.0;
#else
#ifdef OVERWORLD
offset *= 1.0 + rainFactor2 * 2.0;
#else
offset *= 3.0;
#endif
#endif
#endif
float colorMult = 1.2 + 3.8 * lightmapY; // Natural strength is 5.0
float colorPow = 1.1 - 0.6 * pow2(pow2(pow2(lightmapY)));
#if SHADOW_QUALITY >= 1
vec3 shadow = SampleTAAFilteredShadow(shadowPos, lViewPos, offset, leaves, colorMult, colorPow);
#else
vec3 shadow = SampleBasicFilteredShadow(shadowPos, offset);
#endif
return shadow;
}

View File

@ -0,0 +1,123 @@
if (blockEntityId < 60028) {
if (blockEntityId < 60012) {
if (blockEntityId < 60004) {
if (blockEntityId == 10548) { // Enchanting Table:Book
smoothnessG = pow2(color.g) * 0.35;
if (color.b < 0.0001 && color.r > color.g) {
emission = color.g * 4.0;
}
overlayNoiseIntensity = 0.3;
} else if (blockEntityId == 60000) { //
}
} else {
if (blockEntityId == 60004) { // Signs
noSmoothLighting = true;
if (glColor.r + glColor.g + glColor.b <= 2.99 || lmCoord.x > 0.999) { // Sign Text
#include "/lib/materials/specificMaterials/others/signText.glsl"
}
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif
} else if (blockEntityId == 60008) { // Chest
noSmoothLighting = true;
smoothnessG = pow2(color.g);
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif
redstoneIPBR(color.rgb, emission);
}
}
} else {
if (blockEntityId < 60020) {
if (blockEntityId == 60012) { // Ender Chest
noSmoothLighting = true;
float factor = min(pow2(color.g), 0.25);
smoothnessG = factor * 2.0;
if (color.g > color.r || color.b > color.g)
emission = pow2(factor) * 20.0;
emission += 0.35;
#if SEASONS == 1 || SEASONS == 4 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
overlayNoiseIntensity = 0.7;
if (dot(normal, upVec) > 0.99) {
#if SNOW_CONDITION < 2 && SNOW_CONDITION != 0
emission = mix(emission, emission * 0.8, inSnowy);
#elif SNOW_CONDITION == 0
emission = mix(emission, emission * 0.8, rainFactor * inSnowy);
#else
emission *= 0.8;
#endif
}
#endif
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif
} else /*if (blockEntityId == 60016)*/ { // Shulker Box+, Banner+, Head+, Bed+
noSmoothLighting = true;
#ifdef COATED_TEXTURES
noiseFactor = 0.2;
#endif
}
} else {
if (blockEntityId == 60020) { // Conduit
noSmoothLighting = true;
lmCoordM.x = 0.9;
if (color.b > color.r) { // Conduit:Wind, Conduit:Blue Pixels of The Eye
emission = color.r * 16.0;
} else if (color.r > color.b * 2.5) { // Conduit:Red Pixels of The Eye
emission = 20.0;
color.rgb *= vec3(1.0, 0.25, 0.1);
}
overlayNoiseIntensity = 0.3;
} else /*if (blockEntityId == 60025)*/ { // End Portal, End Gateway
#ifdef SPECIAL_PORTAL_EFFECTS
#include "/lib/materials/specificMaterials/others/endPortalEffect.glsl"
#endif
overlayNoiseIntensity = 0.0;
}
}
}
} else {
if (blockEntityId < 60044) {
if (blockEntityId < 60036) {
if (blockEntityId == 60028) { // Bell
if (color.r + color.g > color.b + 0.5) { // Bell:Golden Part
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
} else {
#include "/lib/materials/specificMaterials/terrain/stone.glsl"
}
} else /*if (blockEntityId == 60032)*/ { //
}
} else {
if (blockEntityId == 60036) { //
} else /*if (blockEntityId == 60040)*/ { //
}
}
} else {
if (blockEntityId < 60052) {
if (blockEntityId == 60044) { //
} else /*if (blockEntityId == 60048)*/ { //
}
} else {
if (blockEntityId == 60052) { //
} else if (blockEntityId == 60056) { //
}
}
}
}

View File

@ -0,0 +1,157 @@
#ifdef POM
#include "/lib/materials/materialMethods/pomEffects.glsl"
#endif
#include "/lib/materials/materialMethods/customEmission.glsl"
void GetCustomMaterials(inout vec4 color, inout vec3 normalM, inout vec2 lmCoordM, inout float NdotU, inout vec3 shadowMult, inout float smoothnessG, inout float smoothnessD, inout float highlightMult, inout float emission, inout float materialMask, vec3 viewPos, float lViewPos) {
vec2 texCoordM = texCoord;
#ifdef POM
float parallaxFade, parallaxTexDepth;
vec2 parallaxLocalCoord;
vec3 parallaxTraceCoordDepth;
vec4 normalMap;
#if defined GBUFFERS_TERRAIN
bool skipPom = (mat == 20000);
#elif defined GBUFFERS_BLOCK
bool skipPom = (blockEntityId == 20000);
#else
bool skipPom = false;
#endif
if (!skipPom) {
texCoordM = vTexCoord.xy * vTexCoordAM.zw + vTexCoordAM.xy;
parallaxFade = pow2(lViewPos / POM_DISTANCE); // Still enabled to test: Lava, Painting
#ifdef GBUFFERS_ENTITIES
if (entityId == 50008) parallaxFade = 1.1; // Item Frame, Glow Item Frame
#endif
#ifdef GBUFFERS_BLOCK
if (blockEntityId == 60004) parallaxFade = 1.1; // Signs
#endif
#ifdef GBUFFERS_HAND
if (heldItemId == 40004 || heldItemId2 == 40004) parallaxFade = 1.1; // Filled Map
#endif
parallaxTraceCoordDepth = vec3(texCoordM, 1.0);
parallaxLocalCoord = vTexCoord.st;
normalMap = ReadNormal(vTexCoord.st);
parallaxFade += pow(normalMap.a, 64.0);
if (parallaxFade < 1.0) {
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
#endif
parallaxLocalCoord = GetParallaxCoord(parallaxFade, dither, texCoordM, parallaxTexDepth, parallaxTraceCoordDepth);
normalMap = textureGrad(normals, texCoordM, dcdx, dcdy);
color = textureGrad(tex, texCoordM, dcdx, dcdy);
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_BLOCK
color.rgb *= glColor.rgb;
#else
color *= glColor;
#endif
shadowMult *= GetParallaxShadow(parallaxFade, dither, normalMap.a, parallaxLocalCoord, lightVec, tbnMatrix);
}
}
#endif
// Normal Map
#if NORMAL_MAP_STRENGTH != 0
#ifdef POM
else normalMap = texture2D(normals, texCoordM);
#else
vec4 normalMap = texture2D(normals, texCoordM);
#endif
normalM = normalMap.xyz;
normalM += vec3(0.5, 0.5, 0.0);
normalM = pow(normalM, vec3(NORMAL_MAP_STRENGTH * 0.007)); // 70% strength by default
normalM -= vec3(0.5, 0.5, 0.0);
normalM = normalM * 2.0 - 1.0;
#if RP_MODE == 3 // labPBR
if (normalM.x + normalM.y > -1.999) {
if (length(normalM.xy) > 1.0) normalM.xy = normalize(normalM.xy);
normalM.z = sqrt(1.0 - dot(normalM.xy, normalM.xy));
normalM.xyz = normalize(clamp(normalM.xyz, vec3(-1.0), vec3(1.0)));
} else normalM = vec3(0.0, 0.0, 1.0);
#endif
#if defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
if (!skipPom) {
float slopeThreshold = max(1.0 / POM_QUALITY, 1.0/255.0);
if (parallaxTexDepth - parallaxTraceCoordDepth.z > slopeThreshold) {
vec3 slopeNormal = GetParallaxSlopeNormal(parallaxLocalCoord, parallaxTraceCoordDepth.z, viewVector);
normalM = mix(normalM, slopeNormal, 0.5 * pow2(max0(1.0 - parallaxFade * 2.0)));
}
}
#endif
normalM = clamp(normalize(normalM * tbnMatrix), vec3(-1.0), vec3(1.0));
NdotU = dot(normalM, upVec);
NdotUmax0 = max0(NdotU);
#endif
#if DIRECTIONAL_BLOCKLIGHT > 0
mat3 lightmapTBN = mat3(normalize(dFdx(viewPos)), normalize(dFdy(viewPos)), vec3(0.0));
lightmapTBN[2] = cross(lightmapTBN[0], lightmapTBN[1]);
float lmCoordXDir = lmCoordM.x;
vec2 deriv = vec2(dFdx(lmCoordXDir), dFdy(lmCoordXDir)) * 256.0;
vec3 dir = normalize(vec3(deriv.x * lightmapTBN[0] +
0.0005 * lightmapTBN[2] +
deriv.y * lightmapTBN[1]));
float pwr = clamp(dot(normalM, dir), -1.0, 1.0);
float absPwr = abs(pwr);
if (absPwr > 0.0) pwr = pow(absPwr, 9.0 / DIRECTIONAL_BLOCKLIGHT) * sign(pwr) * lmCoordXDir;
if (length(deriv) > 0.001) lmCoordXDir = pow(max(lmCoordXDir, 0.00001), 1.0 - pwr);
lmCoordM.x = mix(lmCoordM.x, lmCoordXDir, 0.01 * max0(100.0 - pow2(lViewPos)));
#endif
// Specular Map
vec4 specularMap = texture2D(specular, texCoordM);
float smoothnessM = pow2(specularMap.r);
smoothnessG = smoothnessM;
smoothnessD = smoothnessM;
highlightMult = 1.0 + 2.5 * specularMap.r;
#if RP_MODE == 3 // labPBR
highlightMult *= 0.5 + 0.5 * specularMap.g;
#endif
emission = GetCustomEmission(specularMap, texCoordM);
#ifndef GBUFFERS_WATER
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
if (
materialMask > OSIEBCA * 240.1
&& specularMap.g < 0.01
) return;
#endif
#if RP_MODE == 2 // seuspbr
materialMask = specularMap.g * OSIEBCA * 240.0;
color.rgb *= 1.0 - 0.25 * specularMap.g;
#elif RP_MODE == 3 // labPBR
if (specularMap.g < OSIEBCA * 229.1) {
materialMask = specularMap.g * OSIEBCA * 214.0;
} else {
materialMask = specularMap.g - OSIEBCA * 15.0;
color.rgb *= 0.75;
}
#endif
#endif
}

View File

@ -0,0 +1,72 @@
if (abs(materialMaskInt - 149.5) < 50.0) { // Entity Reflection Handling (see common.glsl for details)
materialMaskInt -= 100;
entityOrHand = true;
}
if (materialMaskInt != 0) {
if (materialMaskInt < 9) {
if (materialMaskInt < 5) {
if (materialMaskInt < 3) {
if (materialMaskInt == 1) { // Intense Fresnel
intenseFresnel = 1.0;
} else /*if (materialMaskInt == 2)*/ { // Copper Fresnel
intenseFresnel = 1.0;
reflectColor = mix(vec3(0.5, 0.75, 0.5), vec3(1.0, 0.45, 0.3), sqrt1(smoothnessD));
}
} else {
if (materialMaskInt == 3) { // Gold Fresnel
intenseFresnel = 1.0;
reflectColor = vec3(1.0, 0.8, 0.5);
} else /*if (materialMaskInt == 4)*/ { // End Portal
}
}
} else {
if (materialMaskInt < 7) {
if (materialMaskInt == 5) { // Redstone Fresnel
intenseFresnel = 1.0;
reflectColor = vec3(1.0, 0.3, 0.2);
} else /*if (materialMaskInt == 6)*/ { //
}
} else {
if (materialMaskInt == 7) { //
} else /*if (materialMaskInt == 8)*/ { //
}
}
}
} else {
if (materialMaskInt < 13) {
if (materialMaskInt < 11) {
if (materialMaskInt == 9) { //
} else /*if (materialMaskInt == 10)*/ { //
}
} else {
if (materialMaskInt == 11) { //
} else /*if (materialMaskInt == 12)*/ { //
}
}
} else {
if (materialMaskInt < 15) {
if (materialMaskInt == 13) { //
} else /*if (materialMaskInt == 14)*/ { //
}
} else {
if (materialMaskInt == 254) { // No SSAO, No TAA
ssao = 1.0;
entityOrHand = true;
} else /*if (materialMaskInt == "15 to 255 except 254")*/ { //
}
}
}
}
}

View File

@ -0,0 +1,246 @@
if (entityId < 50064) {
if (entityId < 50032) {
if (entityId < 50016) {
if (entityId < 50008) {
if (entityId == 50000) { // End Crystal
lmCoordM.x *= 0.7;
if (color.g * 1.2 < color.r) {
emission = 12.0 * color.g;
color.r *= 1.1;
}
} else if (entityId == 50004) { // Lightning Bolt
#include "/lib/materials/specificMaterials/entities/lightningBolt.glsl"
}
} else {
if (entityId == 50008) { // Item Frame, Glow Item Frame
noSmoothLighting = true;
} else /*if (entityId == 50012)*/ { // Iron Golem
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
smoothnessD *= 0.4;
}
}
} else {
if (entityId < 50024) {
if (entityId == 50016) { // Player
if (entityColor.a < 0.001) {
#ifdef COATED_TEXTURES
noiseFactor = 0.5;
#endif
if (CheckForColor(texelFetch(tex, ivec2(0, 0), 0).rgb, vec3(23, 46, 92))) {
for (int i = 63; i >= 56; i--) {
vec3 dif = color.rgb - texelFetch(tex, ivec2(i, 0), 0).rgb;
if (dif == clamp(dif, vec3(-0.001), vec3(0.001))) {
emission = 2.0 * texelFetch(tex, ivec2(i, 1), 0).r;
}
}
}
// #ifdef SKIN_SPACEAGLE17
// if (CheckForColor(color.rgb, vec3(255, 255, 255))) emission = 3.0;
// #endif
}
} else /*if (entityId == 50020)*/ { // Blaze
lmCoordM = vec2(0.9, 0.0);
emission = min(color.r, 0.7) * 1.4;
float dotColor = dot(color.rgb, color.rgb);
if (abs(dotColor - 1.5) > 1.4) {
emission = 5.0;
} else {
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
#endif
}
}
} else {
if (entityId == 50024) { // Creeper
emission = max0(color.b - color.g - color.r) * 10.0;
} else /*if (entityId == 50028)*/ { // Drowned
if (atlasSize.x < 900) {
if (CheckForColor(color.rgb, vec3(143, 241, 215)) ||
CheckForColor(color.rgb, vec3( 49, 173, 183)) ||
CheckForColor(color.rgb, vec3(101, 224, 221))) emission = 2.5;
}
}
}
}
} else {
if (entityId < 50048) {
if (entityId < 50040) {
if (entityId == 50032) { // Guardian
vec3 absDif = abs(vec3(color.r - color.g, color.g - color.b, color.r - color.b));
float maxDif = max(absDif.r, max(absDif.g, absDif.b));
if (maxDif < 0.1 && color.b > 0.5 && color.b < 0.88) {
emission = pow2(pow1_5(color.b)) * 5.0;
color.rgb *= color.rgb;
}
} else /*if (entityId == 50036)*/ { // Elder Guardian
if (CheckForColor(color.rgb, vec3(203, 177, 165)) ||
CheckForColor(color.rgb, vec3(214, 155, 126))) {
emission = pow2(pow1_5(color.b)) * 10.0;
color.r *= 1.2;
}
}
} else {
if (entityId == 50040) { // Endermite
if (CheckForColor(color.rgb, vec3(87, 23, 50))) {
emission = 8.0;
color.rgb *= color.rgb;
}
} else /*if (entityId == 50044)*/ { // Ghast
if (entityColor.a < 0.001)
emission = max0(color.r - color.g - color.b) * 6.0;
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
if (color.r > color.b * 2.0) color.rgb = changeColorFunction(color.rgb, 7.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
if (color.r > color.b * 2.0) color.rgb = changeColorFunction(color.rgb, 7.0, colorEndBreath, 1.0);
#endif
}
}
} else {
if (entityId < 50056) {
if (entityId == 50048) { // Glow Squid
lmCoordM.x = 0.0;
float dotColor = dot(color.rgb, color.rgb);
emission = pow2(pow2(min(dotColor * 0.65, 1.5))) + 0.45;
} else /*if (entityId == 50052)*/ { // Magma Cube
emission = color.g * 6.0;
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
#endif
}
} else {
if (entityId == 50056) { // Stray
if (CheckForColor(color.rgb, vec3(230, 242, 246)) && texCoord.y > 0.35)
emission = 2.5;
} else /*if (entityId == 50060)*/ { // Vex
lmCoordM = vec2(0.0);
emission = pow2(pow2(color.r)) * 3.5 + 0.5;
color.a *= color.a;
}
}
}
}
} else {
if (entityId < 50096) {
if (entityId < 50080) {
if (entityId < 50072) {
if (entityId == 50064) { // Witch
emission = 2.0 * color.g * float(color.g * 1.5 > color.b + color.r);
} else /*if (entityId == 50068)*/ { // Wither, Wither Skull
lmCoordM.x = 0.9;
emission = 3.0 * float(dot(color.rgb, color.rgb) > 1.0);
}
} else {
if (entityId == 50072) { // Experience Orb
emission = 7.5;
color.rgb *= color.rgb;
} else /*if (entityId == 50076)*/ { // Boats
playerPos.y += 0.38; // to avoid water shadow and the black inner shadow bug
}
}
} else {
if (entityId < 50088) {
if (entityId == 50080) { // Allay
if (atlasSize.x < 900) {
lmCoordM = vec2(0.0);
emission = float(color.r > 0.9 && color.b > 0.9) * 5.0 + color.g;
} else {
lmCoordM.x = 0.8;
}
} else /*if (entityId == 50084)*/ { // Slime, Chicken
//only code is in Vertex Shader for now
}
} else {
if (entityId == 50088) { // Entity Flame (Iris Feature)
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0);
#endif
emission = 1.3;
} else if (entityId == 50089) { // fireball, small fireball, dragon fireball
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 4.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 4.0, colorEndBreath, 1.0);
#endif
} else /*if (entityId == 50092)*/ { // Trident Entity
#ifdef IS_IRIS
// Only on Iris, because otherwise it would be inconsistent with the Trident item
#include "/lib/materials/specificMaterials/others/trident.glsl"
#endif
}
}
}
} else {
if (entityId < 50112) {
if (entityId < 50104) {
if (entityId == 50096) { // Minecart++
if (atlasSize.x < 900 && color.r * color.g * color.b + color.b > 0.3) {
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
smoothnessD *= 0.6;
}
} else /*if (entityId == 50100)*/ { // Bogged
if (CheckForColor(color.rgb, vec3(239, 254, 194)))
emission = 2.5;
}
} else {
if (entityId == 50104) { // Piglin++, Hoglin+
if (atlasSize.x < 900) {
if (CheckForColor(color.rgb, vec3(255)) || CheckForColor(color.rgb, vec3(255, 242, 246))) {
vec2 tSize = textureSize(tex, 0);
vec4 checkRightmostColor = texelFetch(tex, ivec2(texCoord * tSize) + ivec2(1, 0), 0);
if (
CheckForColor(checkRightmostColor.rgb, vec3(201, 130, 101)) ||
CheckForColor(checkRightmostColor.rgb, vec3(241, 158, 152)) ||
CheckForColor(checkRightmostColor.rgb, vec3(223, 127, 119)) ||
CheckForColor(checkRightmostColor.rgb, vec3(241, 158, 152)) ||
CheckForColor(checkRightmostColor.rgb, vec3(165, 99, 80)) ||
CheckForColor(checkRightmostColor.rgb, vec3(213, 149, 122)) ||
CheckForColor(checkRightmostColor.rgb, vec3(255))
) {
emission = 1.0;
}
}
}
} else /*if (entityId == 50108)*/ { // Creaking
if (color.r > 0.7 && color.r > color.g * 1.2 && color.g > color.b * 2.0) { // Eyes
lmCoordM.x = 0.5;
emission = 5.0 * color.g;
color.rgb *= color.rgb;
purkinjeOverwrite = 1.0;
}
}
}
} else {
if (entityId < 50120) {
if (entityId == 50112) { //
} else /*if (entityId == 50116)*/ { //
}
} else {
if (entityId == 50120) { //
} else /*if (entityId == 50124)*/ { //
}
}
}
}
}

View File

@ -0,0 +1,249 @@
int mat = currentRenderedItemId;
#ifdef GBUFFERS_HAND
float lViewPos = 0.0;
#endif
int subsurfaceMode;
bool noDirectionalShading, noVanillaAO, centerShadowBias;
float noPuddles;
if (currentRenderedItemId < 45000) {
#include "/lib/materials/materialHandling/terrainMaterials.glsl"
} else
if (currentRenderedItemId < 45064) {
if (currentRenderedItemId < 45032) {
if (currentRenderedItemId < 45016) {
if (currentRenderedItemId < 45008) {
if (currentRenderedItemId == 45000) { // Armor Trims
smoothnessG = 0.5;
highlightMult = 2.0;
smoothnessD = 0.5;
#ifdef GLOWING_ARMOR_TRIM
emission = 1.0;
#endif
#ifdef SITUATIONAL_GLOWING_TRIMS
emission *= skyLightCheck;
#endif
} else if (currentRenderedItemId == 45004) { // Wooden Tools, Bow, Fishing Rod
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
smoothnessG = min(smoothnessG, 0.4);
smoothnessD = smoothnessG;
}
} else {
if (currentRenderedItemId == 45008) { // Stone Tools
if (CheckForStick(color.rgb)) {
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
} else {
#include "/lib/materials/specificMaterials/terrain/stone.glsl"
}
} else /*if (currentRenderedItemId == 45012)*/ { // Iron Tools, Iron Armor, Iron Ingot, Iron Nugget, Iron Horse Armor, Flint and Steel, Flint, Spyglass, Shears, Chainmail Armor
if (CheckForStick(color.rgb)) {
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
} else {
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
}
}
}
} else {
if (currentRenderedItemId < 45024) {
if (currentRenderedItemId == 45016) { // Golden Tools, Golden Armor, Gold Ingot, Gold Nugget, Golden Apple, Enchanted Golden Apple, Golden Carrot, Golden Horse Armor, Copper Ingot
if (CheckForStick(color.rgb)) {
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
} else {
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
}
} else /*if (currentRenderedItemId == 45020)*/ { // Diamond Tools, Diamond Armor, Diamond, Diamond Horse Armor, Emerald
if (CheckForStick(color.rgb)) {
#include "/lib/materials/specificMaterials/planks/sprucePlanks.glsl"
} else {
#include "/lib/materials/specificMaterials/terrain/diamondBlock.glsl"
}
}
} else {
if (currentRenderedItemId == 45024) { // Netherite Tools, Netherite Armor, Netherite Ingot
materialMask = OSIEBCA; // Intense Fresnel
smoothnessG = color.r * 1.5;
smoothnessG = min1(smoothnessG);
highlightMult = smoothnessG * 2.0;
smoothnessD = smoothnessG * smoothnessG * 0.5;
#ifdef COATED_TEXTURES
noiseFactor = 0.33;
#endif
} else /*if (currentRenderedItemId == 45028)*/ { // Trident Item
#include "/lib/materials/specificMaterials/others/trident.glsl"
}
}
}
} else {
if (currentRenderedItemId < 45048) {
if (currentRenderedItemId < 45040) {
if (currentRenderedItemId == 45032) { // Lava Bucket
if (color.r + color.g > color.b * 2.0) {
emission = color.r + color.g - color.b * 1.5;
emission *= 1.8;
color.rg += color.b * vec2(0.4, 0.15);
color.b *= 0.8;
if (LAVA_TEMPERATURE != 0.0) maRecolor += LAVA_TEMPERATURE * 0.1;
emission *= LAVA_EMISSION;
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
#endif
} else {
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
}
} else /*if (currentRenderedItemId == 45036)*/ { // Bucket++
if (GetMaxColorDif(color.rgb) < 0.01) {
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
} else {
float factor = color.b;
smoothnessG = factor;
highlightMult = factor * 2.0;
smoothnessD = factor;
}
}
} else {
if (currentRenderedItemId == 45040) { // Blaze Rod, Blaze Powder
noSmoothLighting = false;
lmCoordM.x = 0.85;
emission = color.g;
color.rgb = sqrt1(color.rgb);
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 2.0, colorEndBreath, 1.0);
#endif
} else /*if (currentRenderedItemId == 45044)*/ { // Bottle o' Enchanting, Glow Inc Sac
emission = color.b * 2.0;
}
}
} else {
if (currentRenderedItemId < 45056) {
if (currentRenderedItemId == 45048) { // Fire Charge
emission = max0(color.r + color.g - color.b * 0.5);
#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
color.rgb = changeColorFunction(color.rgb, 5.0, colorSoul, inSoulValley);
#endif
#ifdef PURPLE_END_FIRE_INTERNAL
color.rgb = changeColorFunction(color.rgb, 5.0, colorEndBreath, 1.0);
#endif
} else /*if (currentRenderedItemId == 45052)*/ { // Chorus Fruit
emission = max0(color.b * 2.0 - color.r) * 1.5;
}
} else {
if (currentRenderedItemId == 45056) { // Amethyst Shard
materialMask = OSIEBCA; // Intense Fresnel
float factor = pow2(color.r);
smoothnessG = 0.8 - factor * 0.3;
highlightMult = factor * 3.0;
smoothnessD = factor;
} else /*if (currentRenderedItemId == 45060)*/ { // Shield
float factor = min(color.r * color.g * color.b * 4.0, 0.7) * 0.7;
smoothnessG = factor;
highlightMult = factor * 3.0;
smoothnessD = factor;
}
}
}
}
} else {
if (currentRenderedItemId < 45096) {
if (currentRenderedItemId < 45080) {
if (currentRenderedItemId < 45072) {
if (currentRenderedItemId == 45064) { // Turtle Shell
float factor = color.g * 0.7;
smoothnessG = factor;
highlightMult = factor * 3.0;
smoothnessD = factor;
} else /*if (currentRenderedItemId == 45068)*/ { // Ender Pearl
smoothnessG = 1.0;
highlightMult = 2.0;
smoothnessD = 1.0;
}
} else {
if (currentRenderedItemId == 45072) { // Eye of Ender
smoothnessG = 1.0;
highlightMult = 2.0;
smoothnessD = 1.0;
emission = max0(color.g - color.b * 0.25);
color.rgb = pow(color.rgb, vec3(1.0 - 0.75 * emission));
} else /*if (currentRenderedItemId == 45076)*/ { // Clock
if (
CheckForColor(color.rgb, vec3(255, 255, 0)) ||
CheckForColor(color.rgb, vec3(204, 204, 0)) ||
CheckForColor(color.rgb, vec3(73, 104, 216)) ||
CheckForColor(color.rgb, vec3(58, 83, 172)) ||
CheckForColor(color.rgb, vec3(108, 108, 137)) ||
CheckForColor(color.rgb, vec3(86, 86, 109))
) {
emission = 1.0;
color.rgb += vec3(0.1);
}
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
}
}
} else {
if (currentRenderedItemId < 45088) {
if (currentRenderedItemId == 45080) { // Compass
if (color.r - 0.1 > color.b + color.g) {
emission = color.r * 1.5;
}
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
} else /*if (currentRenderedItemId == 45084)*/ { // Echo Shard, Recovery Compass, Music Disc 5
emission = max0(color.b + color.g - color.r * 2.0);
#include "/lib/materials/specificMaterials/terrain/ironBlock.glsl"
}
} else {
if (currentRenderedItemId == 45088) { // Nether Star
emission = pow2(color.r + color.g) * 0.5;
} else /*if (currentRenderedItemId == 45092)*/ { // End Crystal
if (color.g < color.r) {
emission = 3.0;
color.r *= 1.1;
}
}
}
}
} else {
if (currentRenderedItemId < 45112) {
if (currentRenderedItemId < 45104) {
if (currentRenderedItemId == 45096) { // Glow Berries
// iris needs to add support
} else /*if (currentRenderedItemId == 45100)*/ { // Glowstone Dust
emission = dot(color.rgb, color.rgb) * 0.5 + 1.0;
}
} else {
if (currentRenderedItemId == 45104) { // Prismarine Crystals
emission = pow1_5(color.r) * 2.5 + 0.2;
} else /*if (currentRenderedItemId == 45108)*/ { // Totem of Undying
#include "/lib/materials/specificMaterials/terrain/goldBlock.glsl"
}
}
} else {
if (currentRenderedItemId < 45120) {
if (currentRenderedItemId == 45112) { // Trial Key
emission = max0(color.r - color.b) * 3.0;
color.rgb = pow(color.rgb, vec3(1.0 + 0.5 * sqrt(emission)));
} else /*if (currentRenderedItemId == 45116)*/ { //
}
} else {
if (currentRenderedItemId == 45120) { //
} else /*if (currentRenderedItemId == 45124)*/ { //
}
}
}
}
}

View File

@ -0,0 +1,172 @@
if (mat < 32008) {
if (mat < 30016) {
if (mat < 30008) {
if (mat == 30000) { //
} else if (mat == 30004) { //
}
} else {
if (mat == 30008) { // Tinted Glass
#ifdef CONNECTED_GLASS_EFFECT
uint voxelID = uint(254);
bool isPane = false;
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
#endif
color.a = pow(color.a, 1.0 - fresnel * 0.65);
reflectMult = 0.75;
overlayNoiseAlpha = 0.95;
sandNoiseIntensity = 0.5;
mossNoiseIntensity = 0.5;
} else /*if (mat == 30012)*/ { // Slime Block
translucentMultCalculated = true;
reflectMult = 0.7;
translucentMult.rgb = pow2(color.rgb) * 0.2;
smoothnessG = color.g * 0.7;
highlightMult = 2.5;
overlayNoiseAlpha = 0.6;
sandNoiseIntensity = 0.5;
mossNoiseIntensity = 0.5;
}
}
} else {
if (mat < 32000) {
if (mat < 31000) {
if (mat == 30016) { // Honey Block
translucentMultCalculated = true;
reflectMult = 1.0;
translucentMult.rgb = pow2(color.rgb) * 0.2;
smoothnessG = color.r * 0.7;
highlightMult = 2.5;
overlayNoiseAlpha = 0.4;
sandNoiseIntensity = 0.5;
mossNoiseIntensity = 0.5;
} else /*if (mat == 30020)*/ { // Nether Portal
#ifdef SPECIAL_PORTAL_EFFECTS
#include "/lib/materials/specificMaterials/translucents/netherPortal.glsl"
#endif
overlayNoiseIntensity = 0.0;
}
} else { // (31XXX)
if (mat % 2 == 0) { // Stained Glass
#ifdef CONNECTED_GLASS_EFFECT
uint voxelID = uint(200 + (mat - 31000) / 2);
bool isPane = false;
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
#endif
#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
overlayNoiseAlpha = 1.05;
mossNoiseIntensity = 0.8;
} else /*if (mat % 2 == 1)*/ { // Stained Glass Pane
#ifdef CONNECTED_GLASS_EFFECT
uint voxelID = uint(200 + (mat - 31000) / 2);
bool isPane = true;
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
#endif
#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
noSmoothLighting = true;
overlayNoiseAlpha = 1.05;
sandNoiseIntensity = 0.8;
mossNoiseIntensity = 0.8;
}
}
} else {
if (mat == 32000) { // Water
#ifdef SHADER_WATER
#include "/lib/materials/specificMaterials/translucents/water.glsl"
#endif
overlayNoiseIntensity = 0.0;
overlayNoiseFresnelMult = 0.0;
IPBRMult = 0.0;
overlayNoiseAlpha = 0.0;
} else /*if (mat == 32004)*/ { // Ice
smoothnessG = pow2(color.g) * color.g;
highlightMult = pow2(min1(pow2(color.g) * 1.5)) * 3.5;
reflectMult = 0.7;
overlayNoiseAlpha = 0.6;
sandNoiseIntensity = 0.7;
mossNoiseIntensity = 0.7;
}
}
}
} else {
if (mat < 32024) {
if (mat < 32016) {
if (mat == 32008) { // Glass
#ifdef CONNECTED_GLASS_EFFECT
uint voxelID = uint(217);
bool isPane = false;
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
#endif
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
overlayNoiseAlpha = 0.8;
sandNoiseIntensity = 0.8;
mossNoiseIntensity = 0.8;
} else /*if (mat == 32012)*/ { // Glass Pane
#ifdef CONNECTED_GLASS_EFFECT
uint voxelID = uint(218);
bool isPane = true;
DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
#endif
if (color.a < 0.001 && abs(NdotU) > 0.95) discard; // Fixing artifacts on CTM/Opti connected glass panes
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
noSmoothLighting = true;
overlayNoiseAlpha = 0.8;
sandNoiseIntensity = 0.8;
mossNoiseIntensity = 0.8;
}
} else {
if (mat == 32016) { // Beacon
lmCoordM.x = 0.88;
translucentMultCalculated = true;
translucentMult = vec4(0.0, 0.0, 0.0, 1.0);
if (color.b > 0.5) {
if (color.g - color.b < 0.01 && color.g < 0.99) {
#include "/lib/materials/specificMaterials/translucents/glass.glsl"
} else { // Beacon:Center
lmCoordM = vec2(0.0);
noDirectionalShading = true;
float lColor = length(color.rgb);
vec3 baseColor = vec3(0.1, 1.0, 0.92);
if (lColor > 1.5) color.rgb = baseColor + 0.22;
else if (lColor > 1.3) color.rgb = baseColor + 0.15;
else if (lColor > 1.15) color.rgb = baseColor + 0.09;
else color.rgb = baseColor + 0.05;
emission = 4.0;
}
} else { // Beacon:Obsidian
float factor = color.r * 1.5;
smoothnessG = factor;
highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
smoothnessG = min1(smoothnessG);
}
overlayNoiseAlpha = 0.8;
sandNoiseIntensity = 0.5;
mossNoiseIntensity = 0.5;
} else /*if (mat == 32020)*/ { //
}
}
} else {
if (mat < 32032) {
if (mat == 32024) { //
} else /*if (mat == 32028)*/ { //
}
} else {
if (mat == 32032) { //
} else /*if (mat == 32036)*/ { //
}
}
}
}

View File

@ -0,0 +1,60 @@
/*
This file is specifically licensed with Mozilla Public License Version 2.0.
You can get a copy from https://www.mozilla.org/MPL/2.0/
*/
float manualDeterminant(mat2 matrix) {
return matrix[0].x * matrix[1].y - matrix[0].y * matrix[1].x;
}
mat2 inverseM(mat2 m) {
#if MC_VERSION >= 11700
return inverse(m);
#else
mat2 adj;
adj[0][0] = m[1][1];
adj[0][1] = -m[0][1];
adj[1][0] = -m[1][0];
adj[1][1] = m[0][0];
return adj / manualDeterminant(m);
#endif
}
vec4 textureAF(sampler2D texSampler, vec2 uv) {
vec2 spriteDimensions = vec2(spriteBounds.z - spriteBounds.x, spriteBounds.w - spriteBounds.y);
mat2 J = inverseM(mat2(dFdx(uv), dFdy(uv)));
J = transpose(J)*J;
float d = manualDeterminant(J), t = J[0][0]+J[1][1],
D = sqrt(abs(t*t-4.001*d)), // using 4.001 instead of 4.0 fixes a rare texture glitch with square texture atlas
V = (t-D)/2.0, v = (t+D)/2.0,
M = 1.0/sqrt(V), m = 1./sqrt(v);
vec2 A = M * normalize(vec2(-J[0][1], J[0][0]-V));
float lod = 0.0;
#if ANISOTROPIC_FILTER >= 8 && defined GBUFFERS_TERRAIN
// Fix257062 - Checking if absMidCoordPos is fine or else miplevel will be broken. This can be an issue for flowing lava.
if (absMidCoordPos.x > 0.0001)
// Excluding cutout blocks for better looks
if (texture2DLod(texSampler, uv, 10000.0).a == 1.0)
lod = miplevel * 0.4;
#endif
float samplesDiv2 = ANISOTROPIC_FILTER / 2.0;
vec2 ADivSamples = A / ANISOTROPIC_FILTER;
vec4 filteredColor = vec4(0.0);
vec4 spriteBoundsM = mix(spriteBounds, vec4(midCoord, midCoord), 0.0001); // Fixes some mods causing issues with cutout blocks
for (float i = -samplesDiv2 + 0.5; i < samplesDiv2; i++) {
vec2 sampleUV = uv + ADivSamples * i;
sampleUV = clamp(sampleUV, spriteBoundsM.xy, spriteBoundsM.zw);
vec4 colorSample = texture2DLod(texSampler, sampleUV, lod);
filteredColor.rgb += colorSample.rgb * colorSample.a;
filteredColor.a += colorSample.a;
}
filteredColor.rgb /= filteredColor.a;
filteredColor.a /= ANISOTROPIC_FILTER;
return filteredColor;
}

View File

@ -0,0 +1,30 @@
const float packSizeNT = COATED_TEXTURE_RES;
void CoatTextures(inout vec3 color, float noiseFactor, vec3 playerPos, bool doTileRandomisation) {
#ifndef ENTITY_GN_AND_CT
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
return;
#endif
#endif
#ifndef SAFER_GENERATED_NORMALS
vec2 noiseCoord = floor(midCoordPos / 16.0 * packSizeNT * atlasSizeM) / packSizeNT / 3.0;
#else
vec2 offsetR = max(absMidCoordPos.x, absMidCoordPos.y) * vec2(float(atlasSizeM.y) / float(atlasSizeM.x), 1.0);
vec2 noiseCoord = floor(midCoordPos / 2.0 * packSizeNT / offsetR) / packSizeNT / 3.0;
#endif
if (doTileRandomisation) {
vec3 floorWorldPos = floor(playerPos + cameraPosition + 0.001);
noiseCoord += 0.84 * (floorWorldPos.xz + floorWorldPos.y);
}
float noiseTexture = texture2D(noisetex, noiseCoord).r;
noiseTexture = noiseTexture + 0.6;
float colorBrightness = dot(color, color) * 0.3;
#define COATED_TEXTURE_MULT_M COATED_TEXTURE_MULT * 0.0027
noiseFactor *= COATED_TEXTURE_MULT_M * max0(1.0 - colorBrightness);
noiseFactor *= max(1.0 - miplevel * 0.25, 0.0);
noiseTexture = pow(noiseTexture, noiseFactor);
color *= noiseTexture;
}

View File

@ -0,0 +1,117 @@
ivec3[6] glassOffsets = ivec3[](
ivec3( 1, 0, 0),
ivec3(-1, 0, 0),
ivec3( 0, 1, 0),
ivec3( 0,-1, 0),
ivec3( 0, 0, 1),
ivec3( 0, 0,-1)
);
ivec3[12] glassCornerOffsets = ivec3[](
ivec3( 1, 1, 0),
ivec3( 1,-1, 0),
ivec3(-1, 1, 0),
ivec3(-1,-1, 0),
ivec3( 0, 1, 1),
ivec3( 0, 1,-1),
ivec3( 0,-1, 1),
ivec3( 0,-1,-1),
ivec3( 1, 0, 1),
ivec3( 1, 0,-1),
ivec3(-1, 0, 1),
ivec3(-1, 0,-1)
);
vec2 GetModifiedMidCoord() {
float epsilon1 = 0.00001;
vec2 midCoord = texCoord - signMidCoordPos * absMidCoordPos;
return midCoord - epsilon1;
}
void DoSimpleConnectedGlass(inout vec4 color) {
color = texture2DLod(tex, GetModifiedMidCoord(), 0);
}
#ifdef GBUFFERS_WATER
void DoConnectedGlass(inout vec4 colorP, inout vec4 color, inout bool noGeneratedNormals, vec3 playerPos, vec3 worldGeoNormal, uint voxelID, bool isPane) {
vec3 worldGeoNormalM = vec3( // Fixes Iris 1.8 normal precision issues causing the coordinates to be imperfect
round(worldGeoNormal.x),
round(worldGeoNormal.y),
round(worldGeoNormal.z)
);
vec3 playerPosM = playerPos - worldGeoNormalM * 0.25;
vec3 voxelPos = SceneToVoxel(playerPosM);
if (CheckInsideVoxelVolume(voxelPos)) {
#if IRIS_VERSION >= 10800
float epsilon2 = 0.0;
#else
float epsilon2 = 0.001;
#endif
float pixelOffset = 0.5 / (absMidCoordPos.y * atlasSize.y);
float pixelOffsetPlus = pixelOffset + epsilon2;
float pixelOffsetMinus = pixelOffset - epsilon2;
colorP = texture2DLod(tex, texCoord, 0);
vec4 colorPvanilla = colorP;
vec2 midCoordM = GetModifiedMidCoord();
vec3 worldPos = playerPosM + cameraPositionBestFract;
vec3 floorWorldPos = floor(worldPos);
// Remove edges
for (int i = 0; i < 6; i++) {
uint voxel = texelFetch(voxel_sampler, ivec3(voxelPos) + glassOffsets[i], 0).r;
if (voxel == voxelID) {
if (floor(worldPos + glassOffsets[i] * pixelOffsetPlus) != floorWorldPos) {
colorP = texture2DLod(tex, midCoordM, 0);
}
#ifdef GENERATED_NORMALS
if (floor(worldPos + glassOffsets[i] * pixelOffsetPlus * 1.25) != floorWorldPos) {
noGeneratedNormals = true;
}
#endif
}
}
// Fixes the connections by restoring the edges that aren't connected
for (int i = 0; i < 6; i++) {
uint voxel = texelFetch(voxel_sampler, ivec3(voxelPos) + glassOffsets[i], 0).r;
if (voxel != voxelID) {
//if (floor(worldPos + glassOffsets[i] * 0.0625) != floorWorldPos) {
if (floor(worldPos + glassOffsets[i] * pixelOffsetMinus) != floorWorldPos) {
colorP = colorPvanilla;
}
}
}
if (isPane) {
// Fixes lines between layers of glass panes
if (NdotU > 0.9) {
uint voxel = texelFetch(voxel_sampler, ivec3(voxelPos) + ivec3(0, 1, 0), 0).r;
if (voxel == voxelID) discard;
}
if (NdotU < -0.9) {
uint voxel = texelFetch(voxel_sampler, ivec3(voxelPos) - ivec3(0, 1, 0), 0).r;
if (voxel == voxelID) discard;
}
}
#ifdef CONNECTED_GLASS_CORNER_FIX
else {
// Restores corners
for (int i = 0; i < 12; i++) {
uint voxel = texelFetch(voxel_sampler, ivec3(voxelPos) + glassCornerOffsets[i], 0).r;
if (voxel != voxelID) {
if (floor((worldPos - glassCornerOffsets[i] * (1.0 - pixelOffsetMinus))) == floorWorldPos) {
colorP = colorPvanilla;
}
}
}
}
#endif
color = colorP * vec4(glColor.rgb, 1.0);
}
}
#endif

View File

@ -0,0 +1,35 @@
#ifndef INCLUDE_CUSTOM_EMISSION
#define INCLUDE_CUSTOM_EMISSION
float GetCustomEmission(vec4 specularMap, vec2 texCoordM) {
#if CUSTOM_EMISSION_INTENSITY > 0
#if RP_MODE == 2 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 2 // seuspbr
float emission = specularMap.b;
#elif RP_MODE == 3 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 3 // labPBR
float emission = specularMap.a < 1.0 ? specularMap.a : 0.0;
vec4 specularMapL0 = texture2DLod(specular, texCoordM, 0);
float emissionL0 = specularMapL0.a < 1.0 ? specularMapL0.a : 0.0;
emission = min(emission, emissionL0); // Fixes issues caused by mipmaps
#endif
return emission * 0.03 * CUSTOM_EMISSION_INTENSITY;
#else
return 0.0;
#endif
}
#ifdef IPBR
float GetCustomEmissionForIPBR(inout vec4 color, float emission) {
vec4 specularMapCheck = texture2DLod(specular, texCoord, 1000.0);
if (specularMapCheck.a == 0.0) return emission;
color = texture2D(tex, texCoord);
vec4 specularMap = texture2D(specular, texCoord);
float customEmission = GetCustomEmission(specularMap, texCoord);
return customEmission;
}
#endif
#endif //INCLUDE_CUSTOM_EMISSION

View File

@ -0,0 +1,85 @@
const float normalThreshold = 0.05;
const float normalClamp = 0.2;
const float packSizeGN = 128.0;
#ifndef GBUFFERS_HAND
const float normalMult = GENERATED_NORMAL_MULT * 0.025;
#else
const float normalMult = GENERATED_NORMAL_MULT * 0.015;
#endif
float GetDif(float lOriginalAlbedo, vec2 offsetCoord) {
#ifndef GBUFFERS_WATER
float lNearbyAlbedo = length(texture2D(tex, offsetCoord).rgb);
#else
vec4 textureSample = texture2D(tex, offsetCoord);
float lNearbyAlbedo = length(textureSample.rgb * textureSample.a * 1.5);
#endif
#ifdef GBUFFERS_ENTITIES
lOriginalAlbedo = abs(lOriginalAlbedo - 1.0);
lNearbyAlbedo = abs(lNearbyAlbedo - 1.0);
#endif
float dif = lOriginalAlbedo - lNearbyAlbedo;
#ifdef GBUFFERS_ENTITIES
dif = -dif;
#endif
#ifndef GBUFFERS_WATER
if (dif > 0.0) dif = max(dif - normalThreshold, 0.0);
else dif = min(dif + normalThreshold, 0.0);
#endif
return clamp(dif, -normalClamp, normalClamp);
}
void GenerateNormals(inout vec3 normalM, vec3 color) {
#ifndef ENTITY_GN_AND_CT
#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
return;
#endif
#endif
vec2 absMidCoordPos2 = absMidCoordPos * 2.0;
float lOriginalAlbedo = length(color.rgb);
float normalMult = max0(1.0 - mipDelta) * normalMult;
#ifndef SAFER_GENERATED_NORMALS
vec2 offsetR = 16.0 / atlasSizeM;
#else
vec2 offsetR = max(absMidCoordPos2.x, absMidCoordPos2.y) * vec2(float(atlasSizeM.y) / float(atlasSizeM.x), 1.0);
#endif
offsetR /= NORMAL_RES;
vec2 midCoord = texCoord - midCoordPos;
vec2 maxOffsetCoord = midCoord + absMidCoordPos;
vec2 minOffsetCoord = midCoord - absMidCoordPos;
if (normalMult > 0.0) {
vec3 normalMap = vec3(0.0, 0.0, 1.0);
vec2 offsetCoord = texCoord + vec2( 0.0, offsetR.y);
if (offsetCoord.y < maxOffsetCoord.y)
normalMap.y += GetDif(lOriginalAlbedo, offsetCoord);
offsetCoord = texCoord + vec2( offsetR.x, 0.0);
if (offsetCoord.x < maxOffsetCoord.x)
normalMap.x += GetDif(lOriginalAlbedo, offsetCoord);
offsetCoord = texCoord + vec2( 0.0,-offsetR.y);
if (offsetCoord.y > minOffsetCoord.y)
normalMap.y -= GetDif(lOriginalAlbedo, offsetCoord);
offsetCoord = texCoord + vec2(-offsetR.x, 0.0);
if (offsetCoord.x > minOffsetCoord.x)
normalMap.x -= GetDif(lOriginalAlbedo, offsetCoord);
normalMap.xy *= normalMult;
normalMap.xy = clamp(normalMap.xy, vec2(-1.0), vec2(1.0));
if (normalMap.xy != vec2(0.0, 0.0))
normalM = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
}
}

View File

@ -0,0 +1,121 @@
#include "/lib/util/dither.glsl"
vec2 vTexCoord = signMidCoordPos * 0.5 + 0.5;
#include "/lib/util/dFdxdFdy.glsl"
vec4 ReadNormal(vec2 coord) {
coord = fract(coord) * vTexCoordAM.pq + vTexCoordAM.st;
return textureGrad(normals, coord, dcdx, dcdy);
}
vec2 GetParallaxCoord(float parallaxFade, float dither, inout vec2 newCoord, inout float texDepth, inout vec3 traceCoordDepth) {
float invParallaxQuality = 1.0 / POM_QUALITY;
vec4 normalMap = ReadNormal(vTexCoord.st);
vec2 normalMapM = normalMap.xy * 2.0 - 1.0;
float normalCheck = normalMapM.x + normalMapM.y;
float minHeight = 1.0 - invParallaxQuality;
if (viewVector.z >= 0.0 || normalMap.a >= minHeight || normalCheck <= -1.999) return vTexCoord.st;
vec2 interval = viewVector.xy * 0.25 * (1.0 - parallaxFade) * POM_DEPTH / (-viewVector.z * POM_QUALITY);
float i = 0.0;
vec2 localCoord;
#if defined GBUFFERS_TERRAIN || defined GBUFFERS_BLOCK
if (texDepth <= 1.0 - i * invParallaxQuality) {
localCoord = vTexCoord.st + i * interval;
texDepth = ReadNormal(localCoord).a;
i = dither;
}
#endif
for (; i < POM_QUALITY && texDepth <= 1.0 - i * invParallaxQuality; i++) {
localCoord = vTexCoord.st + i * interval;
texDepth = ReadNormal(localCoord).a;
}
float pI = float(max(i - 1, 0));
traceCoordDepth.xy -= pI * interval;
traceCoordDepth.z -= pI * invParallaxQuality;
localCoord = fract(vTexCoord.st + pI * interval);
newCoord = localCoord * vTexCoordAM.pq + vTexCoordAM.st;
return localCoord;
}
float GetParallaxShadow(float parallaxFade, float dither, float height, vec2 coord, vec3 lightVec, mat3 tbn) {
float parallaxshadow = 1.0;
vec3 parallaxdir = tbn * lightVec;
parallaxdir.xy *= 1.0 * POM_DEPTH; // Angle
for (int i = 0; i < 4 && parallaxshadow >= 0.01; i++) {
float stepLC = 0.025 * (i + dither);
float currentHeight = height + parallaxdir.z * stepLC;
vec2 parallaxCoord = fract(coord + parallaxdir.xy * stepLC) * vTexCoordAM.pq + vTexCoordAM.st;
float offsetHeight = textureGrad(normals, parallaxCoord, dcdx, dcdy).a;
parallaxshadow *= clamp(1.0 - (offsetHeight - currentHeight) * 4.0, 0.0, 1.0);
}
return mix(parallaxshadow, 1.0, parallaxFade);
}
// Big thanks to null511 for slope normals
vec3 GetParallaxSlopeNormal(vec2 texCoord, float traceDepth, vec3 viewDir) {
vec2 atlasPixelSize = 1.0 / atlasSize;
float atlasAspect = atlasSize.x / atlasSize.y;
vec2 atlasCoord = fract(texCoord) * vTexCoordAM.pq + vTexCoordAM.st;
vec2 tileSize = atlasSize * vTexCoordAM.pq;
vec2 tilePixelSize = 1.0 / tileSize;
vec2 tex_snapped = floor(atlasCoord * atlasSize) * atlasPixelSize;
vec2 tex_offset = atlasCoord - (tex_snapped + 0.5 * atlasPixelSize);
vec2 stepSign = sign(tex_offset);
vec2 viewSign = sign(viewDir.xy);
bool dir = abs(tex_offset.x * atlasAspect) < abs(tex_offset.y);
vec2 tex_x, tex_y;
if (dir) {
tex_x = texCoord - vec2(tilePixelSize.x * viewSign.x, 0.0);
tex_y = texCoord + vec2(0.0, stepSign.y * tilePixelSize.y);
}
else {
tex_x = texCoord + vec2(tilePixelSize.x * stepSign.x, 0.0);
tex_y = texCoord - vec2(0.0, viewSign.y * tilePixelSize.y);
}
float height_x = ReadNormal(tex_x).a;
float height_y = ReadNormal(tex_y).a;
if (dir) {
if (!(traceDepth > height_y && viewSign.y != stepSign.y)) {
if (traceDepth > height_x) return vec3(-viewSign.x, 0.0, 0.0);
if (abs(viewDir.y) > abs(viewDir.x))
return vec3(0.0, -viewSign.y, 0.0);
else
return vec3(-viewSign.x, 0.0, 0.0);
}
return vec3(0.0, -viewSign.y, 0.0);
}
else {
if (!(traceDepth > height_x && viewSign.x != stepSign.x)) {
if (traceDepth > height_y) return vec3(0.0, -viewSign.y, 0.0);
if (abs(viewDir.y) > abs(viewDir.x))
return vec3(0.0, -viewSign.y, 0.0);
else
return vec3(-viewSign.x, 0.0, 0.0);
}
return vec3(-viewSign.x, 0.0, 0.0);
}
}

View File

@ -0,0 +1,339 @@
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#ifdef OVERWORLD_BEAMS
#include "/lib/atmospherics/overworldBeams.glsl"
#endif
#ifdef END_PORTAL_BEAM_INTERNAL
#include "/lib/atmospherics/endPortalBeam.glsl"
#endif
#endif
#ifdef END
#ifdef DEFERRED1
#include "/lib/atmospherics/enderBeams.glsl"
#endif
#if END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0
#include "/lib/atmospherics/endCrystalVortex.glsl"
#endif
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
vec3 nvec3(vec4 pos) {
return pos.xyz/pos.w;
}
vec3 refPos = vec3(0.0);
vec4 GetReflection(vec3 normalM, vec3 viewPos, vec3 nViewPos, vec3 playerPos, float lViewPos, float z0,
sampler2D depthtex, float dither, float skyLightFactor, float fresnel,
float smoothness, vec3 geoNormal, vec3 color, vec3 shadowMult, float highlightMult) {
// Step 1: Prepare
vec2 rEdge = vec2(0.6, 0.55);
vec3 normalMR = normalM;
#if defined GBUFFERS_WATER && WATER_STYLE == 1 && defined GENERATED_NORMALS
normalMR = mix(geoNormal, normalM, 0.05);
#endif
vec3 nViewPosR = reflect(nViewPos, normalMR);
float RVdotU = dot(normalize(nViewPosR), upVec);
float RVdotS = dot(normalize(nViewPosR), sunVec);
vec3 worldRefDir = 0.5 * far * (mat3(gbufferModelViewInverse) * nViewPosR);
#if defined GBUFFERS_WATER && WATER_STYLE >= 2
normalMR = mix(geoNormal, normalM, 0.8);
#endif
// End Step 1
// Step 2: Calculate Terrain Reflection and Alpha
vec4 reflection = vec4(0.0);
#if defined DEFERRED1 || WATER_REFLECT_QUALITY >= 1
#if (defined DEFERRED1 || WATER_REFLECT_QUALITY >= 2) && (!defined DH_WATER || DETAIL_QUALITY >= 3)
// Method 1: Ray Marched Reflection //
// Ray Marching
vec3 start = viewPos + normalMR * (lViewPos * 0.025 * (1.0 - fresnel) + 0.05);
#if defined GBUFFERS_WATER && WATER_STYLE >= 2
vec3 vectorBase = reflect(nViewPos, normalize(normalMR)); // Not using nViewPosR because normalMR changed
#else
vec3 vectorBase = nViewPosR;
#endif
//vector = normalize(vector - 0.5 * (1.0 - smoothness) * (1.0 - fresnel) * normalMR); // reflection anisotropy test
//vector = normalize(vector - 0.075 * dither * (1.0 - pow2(pow2(fresnel))) * normalMR);
vectorBase *= 0.5;
vec3 viewPosRTBase = viewPos + vectorBase;
vec3 vector = vec3(0.0);
vec3 viewPosRT = vec3(0.0);
float dist = 0.0;
vec3 rfragpos = vec3(0.0);
// Normal pass
{
vector = vectorBase;
viewPosRT = viewPosRTBase;
vec3 tvector = vector;
int sr = 0;
for (int i = 0; i < 30; i++) {
refPos = nvec3(gbufferProjection * vec4(viewPosRT, 1.0)) * 0.5 + 0.5;
if (abs(refPos.x - 0.5) > rEdge.x || abs(refPos.y - 0.5) > rEdge.y) break;
rfragpos = vec3(refPos.xy, texture2D(depthtex, refPos.xy).r);
rfragpos = nvec3(gbufferProjectionInverse * vec4(rfragpos * 2.0 - 1.0, 1.0));
dist = length(start - rfragpos);
float err = length(viewPosRT - rfragpos);
if (err < length(vector) * 3.0) {
sr++;
if (sr >= 6) break;
tvector -= vector;
vector *= 0.1;
}
vector *= 2.0;
tvector += vector * (0.95 + 0.1 * dither);
viewPosRT = start + tvector;
}
}
// DH pass on non-DH (if there is nothing blocking)
#if defined DISTANT_HORIZONS && !defined DH_WATER && DETAIL_QUALITY >= 3
if (refPos.z > 0.99997) {
vector = vectorBase;
viewPosRT = viewPosRTBase;
vec3 tvector = vector;
int sr = 0;
for (int i = 0; i < 30; i++) {
refPos = nvec3(dhProjection * vec4(viewPosRT, 1.0)) * 0.5 + 0.5;
if (abs(refPos.x - 0.5) > rEdge.x || abs(refPos.y - 0.5) > rEdge.y) break;
rfragpos = vec3(refPos.xy, texture2D(dhDepthTex1, refPos.xy).r);
rfragpos = nvec3(dhProjectionInverse * vec4(rfragpos * 2.0 - 1.0, 1.0));
dist = length(start - rfragpos);
float err = length(viewPosRT - rfragpos);
if (err < length(vector) * 3.0) {
sr++;
if (sr >= 6) break;
tvector -= vector;
vector *= 0.1;
}
vector *= 2.0;
tvector += vector * (0.95 + 0.1 * dither);
viewPosRT = start + tvector;
}
if (texture2D(depthtex, refPos.xy).r < 0.99997) refPos.z = 1.0;
}
#endif
// Finalizing Terrain Reflection and Alpha
if (refPos.z < 0.99997) {
vec2 absPos = abs(refPos.xy - 0.5);
vec2 cdist = absPos / rEdge;
float border = clamp(1.0 - pow(max(cdist.x, cdist.y), 50.0), 0.0, 1.0);
reflection.a = border;
float lViewPosRT = length(rfragpos);
if (reflection.a > 0.001) {
vec2 edgeFactor = pow2(pow2(pow2(cdist)));
refPos.y += (dither - 0.5) * (0.05 * (edgeFactor.x + edgeFactor.y));
#ifdef DEFERRED1
float smoothnessDM = pow2(smoothness);
float lodFactor = 1.0 - exp(-0.125 * (1.0 - smoothnessDM) * dist);
float lod = log2(viewHeight / 8.0 * (1.0 - smoothnessDM) * lodFactor) * 0.45;
if (z0 <= 0.56) lod *= 2.22; // Using more lod to compensate for less roughness noise on held items
lod = max(lod - 1.0, 0.0);
reflection.rgb = texture2DLod(colortex0, refPos.xy, lod).rgb;
#else
reflection = texture2D(gaux2, refPos.xy);
reflection.rgb = pow2(reflection.rgb + 1.0);
#endif
float skyFade = 0.0;
DoFog(reflection.rgb, skyFade, lViewPosRT, ViewToPlayer(rfragpos.xyz), RVdotU, RVdotS, dither);
edgeFactor.x = pow2(edgeFactor.x);
edgeFactor = 1.0 - edgeFactor;
reflection.a *= pow(edgeFactor.x * edgeFactor.y, 2.0 + 3.0 * GetLuminance(reflection.rgb));
}
float posDif = lViewPosRT - lViewPos;
reflection.a *= clamp(posDif + 3.0, 0.0, 1.0);
}
#if defined DEFERRED1 && defined TEMPORAL_FILTER
else refPos.z = 1.0;
#endif
#if !defined DEFERRED1 && defined DISTANT_HORIZONS && DETAIL_QUALITY < 3
else
#endif
#endif
#if !defined DEFERRED1 && (WATER_REFLECT_QUALITY < 2 || (defined DISTANT_HORIZONS && DETAIL_QUALITY < 3))
{ // Method 2: Mirorred Image Reflection //
#if WATER_REFLECT_QUALITY < 2
float verticalStretch = 0.013; // for potato quality reflections
#else
float verticalStretch = 0.0025; // for distant horizons reflections
#endif
vec4 clipPosR = gbufferProjection * vec4(nViewPosR + verticalStretch * viewPos, 1.0);
vec3 screenPosR = clipPosR.xyz / clipPosR.w * 0.5 + 0.5;
vec2 screenPosRM = abs(screenPosR.xy - 0.5);
if (screenPosRM.x < rEdge.x && screenPosRM.y < rEdge.y) {
vec2 edgeFactor = pow2(pow2(pow2(screenPosRM / rEdge)));
screenPosR.y += (dither - 0.5) * (0.03 * (edgeFactor.x + edgeFactor.y) + 0.004);
screenPosR.z = texture2D(depthtex1, screenPosR.xy).x;
vec3 viewPosR = ScreenToView(screenPosR);
if (lViewPos <= 2.0 + length(viewPosR)) {
reflection = texture2D(gaux2, screenPosR.xy);
reflection.rgb = pow2(reflection.rgb + 1.0);
}
edgeFactor.x = pow2(edgeFactor.x);
edgeFactor = 1.0 - edgeFactor;
reflection.a *= edgeFactor.x * edgeFactor.y;
}
reflection.a *= reflection.a;
reflection.a *= clamp01((dot(nViewPos, nViewPosR) - 0.45) * 10.0); // Fixes perpendicular ref
}
#endif
#endif
// End Step 2
// Step 3: Add Sky Reflection
#if defined DEFERRED1 || WATER_REFLECT_QUALITY >= 1
if (reflection.a < 1.0)
#endif
{
#ifdef OVERWORLD
#if defined DEFERRED1 || WATER_REFLECT_QUALITY >= 2
vec3 skyReflection = GetSky(RVdotU, RVdotS, dither, true, true);
#else
vec3 skyReflection = GetLowQualitySky(RVdotU, RVdotS, dither, true, true);
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
skyReflection *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
skyReflection *= moonPhaseInfluence;
#endif
#ifdef DEFERRED1
skyReflection *= skyLightFactor;
#ifdef OVERWORLD_BEAMS
skyReflection += DrawOverworldBeams(RVdotU, playerPos, viewPos).rgb * 0.01;
#endif
#else
float specularHighlight = GGX(normalM, nViewPos, lightVec, max(dot(normalM, lightVec), 0.0), smoothness);
skyReflection += specularHighlight * highlightColor * shadowMult * highlightMult * invRainFactor;
#if WATER_REFLECT_QUALITY >= 1
#ifdef SKY_EFFECT_REFLECTION
float cloudLinearDepth = 1.0;
float skyFade = 1.0;
vec3 auroraBorealis = vec3(0.0);
vec3 nightNebula = vec3(0.0);
#if AURORA_STYLE > 0
auroraBorealis = GetAuroraBorealis(nViewPosR, RVdotU, dither);
skyReflection += auroraBorealis;
#endif
#ifdef NIGHT_NEBULA
nightNebula += GetNightNebula(nViewPosR, RVdotU, RVdotS);
skyReflection += nightNebula;
#endif
#ifdef OVERWORLD_BEAMS
skyReflection += (DrawOverworldBeams(RVdotU, playerPos, viewPos) * 0.4 + 0.6).rgb * 0.08;
#endif
vec2 starCoord = GetStarCoord(nViewPosR, 0.5);
#if STAR_BRIGHTNESS != 3
vec3 starColor = GetStars(starCoord, RVdotU, RVdotS, 1.0, 0.0);
#define ADD_STAR_LAYER_OW1 (STAR_LAYER_OW == 1 || STAR_LAYER_OW == 3)
#define ADD_STAR_LAYER_OW2 (STAR_LAYER_OW == 2 || STAR_LAYER_OW == 3)
#if ADD_STAR_LAYER_OW1
starColor = max(starColor, GetStars(starCoord, RVdotU, RVdotS, 0.66, 0.0));
#endif
#if ADD_STAR_LAYER_OW2
starColor = max(starColor, GetStars(starCoord, RVdotU, RVdotS, 2.2, 0.45));
#endif
skyReflection += starColor;
#endif
#ifdef VL_CLOUDS_ACTIVE
vec3 worldNormalMR = normalize(mat3(gbufferModelViewInverse) * normalMR);
vec3 RCameraPos = cameraPosition + 2.0 * worldNormalMR * dot(playerPos, worldNormalMR);
vec3 RPlayerPos = normalize(mat3(gbufferModelViewInverse) * nViewPosR);
float RlViewPos = 100000.0;
vec4 clouds = GetClouds(cloudLinearDepth, skyFade, RCameraPos, RPlayerPos,
viewPos, RlViewPos, RVdotS, RVdotU, dither, auroraBorealis, nightNebula);
skyReflection = mix(skyReflection, clouds.rgb, clouds.a);
#endif
#endif
skyReflection = mix(color * 0.5, skyReflection, skyLightFactor);
#else
skyReflection = mix(color, skyReflection, skyLightFactor * 0.5);
#endif
#endif
#elif defined END
#if defined DEFERRED1 && defined END_BEAMS
vec3 skyReflection = (endSkyColor + 0.4 * DrawEnderBeams(RVdotU, playerPos)) * skyLightFactor;
#else
vec3 skyReflection = endSkyColor * shadowMult;
#endif
#if defined ATM_COLOR_MULTS || defined SPOOKY
skyReflection *= atmColorMult;
#endif
#else
vec3 skyReflection = vec3(0.0);
#endif
#if RETRO_LOOK == 1
color.rgb *= vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.5 * RETRO_LOOK_I;
#elif RETRO_LOOK == 2
color.rgb *= mix(vec3(1.0), vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.5 * RETRO_LOOK_I, nightVision);
#endif
reflection.rgb = mix(skyReflection, reflection.rgb, reflection.a);
}
// End Step 3
// Step 4: Add volumetrics to reflection
{
#if (defined DEFERRED1 || (WATER_REFLECT_QUALITY >= 2 && defined SKY_EFFECT_REFLECTION)) && (END_CRYSTAL_VORTEX_INTERNAL > 0 || DRAGON_DEATH_EFFECT_INTERNAL > 0)
reflection.rgb += EndCrystalVortices(playerPos, worldRefDir, dither).rgb;
#endif
#if (defined DEFERRED1 || (WATER_REFLECT_QUALITY >= 2 && defined SKY_EFFECT_REFLECTION)) && defined END_PORTAL_BEAM_INTERNAL
vec4 refPosPlayer = gbufferModelViewInverse * (gbufferProjectionInverse * vec4(refPos * 2.0 - 1.0, 1.0));
refPosPlayer /= refPosPlayer.w;
reflection.rgb += sqrt(GetEndPortalBeam(playerPos, refPosPlayer.xyz * reflection.a - playerPos).rgb);
#endif
}
return reflection;
}

View File

@ -0,0 +1,42 @@
float GetApproxDistance(float depth) {
return near * far / (far - depth * far);
}
void DoRefraction(inout vec3 color, inout float z0, inout float z1, vec3 viewPos, float lViewPos) {
// Prep
if (int(texelFetch(colortex6, texelCoord, 0).g * 255.1) != 241) return;
float fovScale = gbufferProjection[1][1];
vec3 playerPos = ViewToPlayer(viewPos.xyz);
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
vec2 worldPosRM = worldPos.xz * 0.02 + worldPos.y * 0.01 + 0.01 * frameTimeCounter;
vec2 refractNoise = texture2D(noisetex, worldPosRM).rb - vec2(0.5);
refractNoise *= WATER_REFRACTION_INTENSITY * fovScale / (3.0 + lViewPos);
#if WATER_STYLE < 3
refractNoise *= 0.015;
#else
refractNoise *= 0.02;
#endif
// Check
float approxDif = GetApproxDistance(z1) - GetApproxDistance(z0);
refractNoise *= clamp(approxDif, 0.0, 1.0);
vec2 refractCoord = texCoord.xy + refractNoise;
if (int(texture2D(colortex6, refractCoord).g * 255.1) != 241) return;
float z0check = texture2D(depthtex0, refractCoord).r;
float z1check = texture2D(depthtex1, refractCoord).r;
float approxDifCheck = GetApproxDistance(z1check) - GetApproxDistance(z0check);
refractNoise *= clamp(approxDifCheck, 0.0, 1.0);
// Sample
refractCoord = texCoord.xy + refractNoise;
color = texture2D(colortex0, refractCoord).rgb;
z0 = texture2D(depthtex0, refractCoord).r;
z1 = texture2D(depthtex1, refractCoord).r;
}

View File

@ -0,0 +1,19 @@
const float packSizeSW = 16.0;
void DoSnowyWorld(inout vec4 color, inout float smoothnessG, inout float highlightMult, inout float smoothnessD, inout float emission,
vec3 playerPos, vec2 lmCoord, float snowFactor, float snowMinNdotU, float NdotU, int subsurfaceMode) {
float snowFactorM = snowFactor * 1000.0 * max(NdotU - 0.9, snowMinNdotU) * max0(lmCoord.y - 0.9) * (0.9 - clamp(lmCoord.x, 0.8, 0.9));
if (snowFactorM <= 0.0001) return;
vec3 worldPos = playerPos + cameraPosition;
vec2 noiseCoord = floor(packSizeSW * worldPos.xz + 0.001) / packSizeSW;
noiseCoord += floor(packSizeSW * worldPos.y + 0.001) / packSizeSW;
float noiseTexture = dot(vec2(0.25, 0.75), texture2D(noisetex, noiseCoord * 0.45).rg);
vec3 snowColor = mix(vec3(0.65, 0.8, 0.85), vec3(1.0, 1.0, 1.0), noiseTexture * 0.75 + 0.125);
color.rgb = mix(color.rgb, snowColor + color.rgb * emission * 0.2, snowFactorM);
smoothnessG = mix(smoothnessG, 0.25 + 0.25 * noiseTexture, snowFactorM);
highlightMult = mix(highlightMult, 2.0 - subsurfaceMode * 0.666, snowFactorM);
smoothnessD = mix(smoothnessD, 0.0, snowFactorM);
emission *= 1.0 - snowFactorM * 0.85;
}

View File

@ -0,0 +1,149 @@
float random (in float x) { return fract(sin(x)*1e4);}
float random (in vec2 st) {return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);}
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
vec4 hash4( vec2 p ) { return fract(sin(vec4( 1.0+dot(p,vec2(37.0,17.0)),
2.0+dot(p,vec2(11.0,47.0)),
3.0+dot(p,vec2(41.0,29.0)),
4.0+dot(p,vec2(23.0,31.0))))*103.0); }
vec4 textureNoTile( sampler2D samp, in vec2 uv )
{
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
// #ifdef USEHASH
// // generate per-tile transform (needs GL_NEAREST_MIPMAP_LINEARto work right)
// vec4 ofa = texture( samp, (iuv + vec2(0.5,0.5))/256.0 );
// vec4 ofb = texture( samp, (iuv + vec2(1.5,0.5))/256.0 );
// vec4 ofc = texture( samp, (iuv + vec2(0.5,1.5))/256.0 );
// vec4 ofd = texture( samp, (iuv + vec2(1.5,1.5))/256.0 );
// #else
// generate per-tile transform
vec4 ofa = hash4( iuv + vec2(0.0,0.0) );
vec4 ofb = hash4( iuv + vec2(1.0,0.0) );
vec4 ofc = hash4( iuv + vec2(0.0,1.0) );
vec4 ofd = hash4( iuv + vec2(1.0,1.0) );
//#endif
vec2 ddx = dFdx( uv );
vec2 ddy = dFdy( uv );
// transform per-tile uvs
ofa.zw = sign(ofa.zw-0.5);
ofb.zw = sign(ofb.zw-0.5);
ofc.zw = sign(ofc.zw-0.5);
ofd.zw = sign(ofd.zw-0.5);
// uv's, and derivarives (for correct mipmapping)
vec2 uva = uv*ofa.zw + ofa.xy; vec2 ddxa = ddx*ofa.zw; vec2 ddya = ddy*ofa.zw;
vec2 uvb = uv*ofb.zw + ofb.xy; vec2 ddxb = ddx*ofb.zw; vec2 ddyb = ddy*ofb.zw;
vec2 uvc = uv*ofc.zw + ofc.xy; vec2 ddxc = ddx*ofc.zw; vec2 ddyc = ddy*ofc.zw;
vec2 uvd = uv*ofd.zw + ofd.xy; vec2 ddxd = ddx*ofd.zw; vec2 ddyd = ddy*ofd.zw;
// fetch and blend
vec2 b = smoothstep(0.25,0.75,fuv);
return mix( mix( textureGrad( samp, uva, ddxa, ddya ),
textureGrad( samp, uvb, ddxb, ddyb ), b.x ),
mix( textureGrad( samp, uvc, ddxc, ddyc ),
textureGrad( samp, uvd, ddxd, ddyd ), b.x), b.y );
}
vec3 voronoi( in vec2 x, float rnd ) {
vec2 n = floor(x);
vec2 f = fract(x);
// first pass: regular voronoi
vec2 mg, mr;
float md = 8.0;
for (int j=-1; j<=1; j++ ) {
for (int i=-1; i<=1; i++ ) {
vec2 g = vec2(float(i),float(j));
vec2 o = random2( n + g )*rnd;
o = 0.5 + 0.5*sin( frameTimeCounter + 6.2831*o );
vec2 r = g + o - f;
float d = dot(r,r);
if( d<md ) {
md = d;
mr = r;
mg = g;
}
}
}
// second pass: distance to borders
md = 8.0;
for (int j=-2; j<=2; j++ ) {
for (int i=-2; i<=2; i++ ) {
vec2 g = mg + vec2(float(i),float(j));
vec2 o = random2(n + g)*rnd;
o = 0.5 + 0.5*sin( frameTimeCounter + 6.2831*o );
vec2 r = g + o - f;
if( dot(mr-r,mr-r)>0.00001 )
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
}
}
return vec3( md, mr );
}
vec3 waterMaskFunc(vec3 worldPos, const float water_scroll_speed, vec3 waterColor, int mat, vec3 normal) {
const float foam_speed = 0.05;
const float water_warp = 0.005;
vec3 water_color = vec3(0);
if (mat == 10049) { // Water Cauldron
water_color = saturateColors(waterColor, 0.3) * 0.7;
} else {
water_color = mix(waterColor * 0.4, vec3(0.22, 0.22, 0.22), 0.5);
}
//pixelated coord to created pixelated visual
vec3 uv = worldPos;
uv = (uv-.5)*.25+.5;
float pixelWaterSize = 16;
uv = floor(uv * (pixelWaterSize * 4)) / (pixelWaterSize * 4);
float d = dot(uv.xz-0.5,uv.xz-0.5);
vec3 c = voronoi(5.0*uv.xz, pow(d,.6) );
vec2 water_pos = vec2(frameTimeCounter) * water_scroll_speed;
vec3 foamNoise = textureNoTile(noisetex, uv.xz + vec2(frameTimeCounter) * foam_speed).xyz;
vec3 result = vec3(0.0);
// borders
vec3 waterMask = mix(vec3(1.00), vec3(0.0), smoothstep( 0.04, 0.06, c.x ));
vec3 foam = waterMask * vec3(foamNoise.y - 0.55);
foam = clamp(foam, vec3(0.02), vec3(1.0));
foam *= 1.3;
//not regular structure water
float water_sample = floor(texture2D(noisetex, uv.xz * 0.25 + foamNoise.xz * water_warp + water_pos).r * 16) / 16;
vec3 water = mix(water_color, vec3(0.001), water_sample * float(foam));
// small particles in water
// Grid
vec2 st = uv.xz;
st *= vec2(100.0,100.);
vec2 ipos = floor(st); // integer
vec2 vel = vec2(frameTimeCounter); // time
vel *= vec2(-1.,0.); // direction
vel *= (step(1.0, mod(ipos.y,5.024))-0.5)*2.; // Oposite directions
vel *= vec2(-1.,0.); // direction
vel *= random(ipos.y); // random speed
//Creating particles
vec3 pixelParticle = vec3(1.0);
pixelParticle *= random(floor(vec2(st.x*0.32, st.y)+vel));
float mixFactor = clamp((sin(frameTimeCounter*0.1) + 1.0)*0.5, 0.005, 0.15);
pixelParticle = smoothstep(0.0,mixFactor,pixelParticle);
pixelParticle = (1.0 - pixelParticle) * (foamNoise.y - 0.55);
pixelParticle = clamp(pixelParticle, vec3(0.02), vec3(1.0));
result = foam * 2.0 + pixelParticle * 2.0 + water;
//result = vec3(foamNoise.y - 0.55);
return result;
}

View File

@ -0,0 +1,214 @@
#if COLORED_LIGHTING_INTERNAL > 0
#include "/lib/misc/voxelization.glsl"
#endif
vec3 GetRawWave(in vec3 pos, float wind) {
float magnitude = sin(wind * 0.0027 + pos.z + pos.y) * 0.04 + 0.04;
#if (INCREASED_RAIN_STRENGTH > 0 && WAVING_I_RAIN_MULT != 100) || defined SPOOKY
magnitude *= mix(1.0, 2.5, rainFactor);
#endif
float d0 = sin(wind * 0.0127);
float d1 = sin(wind * 0.0089);
float d2 = sin(wind * 0.0114);
vec3 wave;
wave.x = sin(wind*0.0063 + d0 + d1 - pos.x + pos.z + pos.y) * magnitude;
wave.z = sin(wind*0.0224 + d1 + d2 + pos.x - pos.z + pos.y) * magnitude;
wave.y = sin(wind*0.0015 + d2 + d0 + pos.z + pos.y - pos.y) * magnitude;
return wave;
}
vec3 GetWave(in vec3 pos, float waveSpeed) {
float wind = frameTimeCounter * waveSpeed * WAVING_SPEED;
vec3 wave = GetRawWave(pos, wind);
#define WAVING_I_RAIN_MULT_M WAVING_I_RAIN_MULT * 0.01
#if WAVING_I_RAIN_MULT > 100
float windRain = frameTimeCounter * waveSpeed * WAVING_I_RAIN_MULT_M * WAVING_SPEED;
vec3 waveRain = GetRawWave(pos, windRain);
wave = mix(wave, waveRain, rainFactor);
#endif
#if defined NO_WAVING_INDOORS && !defined WAVE_EVERYTHING
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
#else
wave *= 0.1;
#endif
float wavingIntensity = WAVING_I * mix(1.0, WAVING_I_RAIN_MULT_M, rainFactor);
return wave * wavingIntensity;
}
void DoWave_Foliage(inout vec3 playerPos, vec3 worldPos, float waveMult) {
worldPos.y *= 0.5;
vec3 wave = GetWave(worldPos, 170.0);
wave.x = wave.x * 8.0 + wave.y * 4.0;
wave.y = 0.0;
wave.z = wave.z * 3.0;
playerPos.xyz += wave * waveMult;
}
void DoWave_Leaves(inout vec3 playerPos, vec3 worldPos, float waveMult) {
worldPos *= vec3(0.75, 0.375, 0.75);
vec3 wave = GetWave(worldPos, 170.0);
wave *= vec3(8.0, 3.0, 4.0);
wave *= 1.0 - inSnowy; // Leaves with snow on top look wrong
playerPos.xyz += wave * waveMult;
}
void DoWave_Water(inout vec3 playerPos, vec3 worldPos) {
float waterWaveTime = frameTimeCounter * 6.0 * WAVING_SPEED;
worldPos.xz *= 14.0;
float wave = sin(waterWaveTime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07);
wave += sin(waterWaveTime * 0.5 + worldPos.x * 0.10 + worldPos.z * 0.05);
#ifdef NO_WAVING_INDOORS
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
#else
wave *= 0.1;
#endif
playerPos.y += wave * 0.125 - 0.05;
#if defined GBUFFERS_WATER && WATER_STYLE == 1
normal = mix(normal, tangent, wave * 0.01);
#endif
}
void DoWave_Lava(inout vec3 playerPos, vec3 worldPos) {
if (fract(worldPos.y + 0.005) > 0.06) {
float lavaWaveTime = frameTimeCounter * 3.0 * WAVING_SPEED;
worldPos.xz *= 14.0;
float wave = sin(lavaWaveTime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07);
wave += sin(lavaWaveTime * 0.5 + worldPos.x * 0.05 + worldPos.z * 0.10);
#if defined NETHER && defined WAVIER_LAVA
if (worldPos.y > 30 && worldPos.y < 32) wave *= 4.5;
else wave *= 2.0;
#endif
playerPos.y += wave * 0.0125;
}
}
void DoWave(inout vec3 playerPos, int mat) {
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
#if defined GBUFFERS_TERRAIN || defined SHADOW
#ifdef WAVING_FOLIAGE
if (mat == 10003 || mat == 10005 || mat == 10029 || mat == 10025) { // Grounded Waving Foliage
if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26)
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
} else if (mat == 10021 || mat == 10023 || mat == 10027) { // Upper Layer Waving Foliage
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
}
#if defined WAVING_LEAVES_ENABLED || defined WAVING_LAVA || defined WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LEAVES_ENABLED
if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves
DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
} else if (mat == 10013 || mat == 10923) { // Vine
// Reduced waving on vines to prevent clipping through blocks
DoWave_Leaves(playerPos.xyz, worldPos, 0.75);
}
#if defined NETHER || defined DO_NETHER_VINE_WAVING_OUTSIDE_NETHER
else if (mat == 10884 || mat == 10885) { // Weeping Vines, Twisting Vines
float waveMult = 1.0;
#if COLORED_LIGHTING_INTERNAL > 0
vec3 playerPosP = playerPos + vec3(0.0, 0.1, 0.0);
vec3 voxelPosP = SceneToVoxel(playerPosP);
vec3 playerPosN = playerPos - vec3(0.0, 0.1, 0.0);
vec3 voxelPosN = SceneToVoxel(playerPosN);
if (CheckInsideVoxelVolume(voxelPosP)) {
int voxelP = int(texelFetch(voxel_sampler, ivec3(voxelPosP), 0).r);
int voxelN = int(texelFetch(voxel_sampler, ivec3(voxelPosN), 0).r);
if (voxelP != 0 && voxelP != 65 || voxelN != 0 && voxelN != 65) // not air, not weeping vines
waveMult = 0.0;
}
#endif
DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
}
#endif
#ifdef WAVING_SUGAR_CANE
if (mat == 10035) { // Sugar Cane
float waveMult = 0.75;
#if COLORED_LIGHTING_INTERNAL > 0
vec3 voxelPosP = SceneToVoxel(playerPos - vec3(0.0, 0.1, 0.0));
if (CheckInsideVoxelVolume(voxelPosP)) {
int voxelP = int(texelFetch(voxel_sampler, ivec3(voxelPosP), 0).r);
if (voxelP != 0) // not air
waveMult = 0.0;
}
#endif
DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
}
#endif
#if defined WAVING_LAVA || defined WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LAVA
if (mat == 10068 || mat == 10070) { // Lava
DoWave_Lava(playerPos.xyz, worldPos);
#ifdef GBUFFERS_TERRAIN
// G8FL735 Fixes Optifine-Iris parity. Optifine has 0.9 gl_Color.rgb on a lot of versions
glColorRaw.rgb = min(glColorRaw.rgb, vec3(0.9));
#endif
}
#ifdef WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LILY_PAD
if (mat == 10489) { // Lily Pad
DoWave_Water(playerPos.xyz, worldPos);
}
#endif
#endif
#if defined GBUFFERS_WATER || defined SHADOW
#ifdef WAVING_WATER_VERTEX
#if defined WAVING_ANYTHING_TERRAIN && defined SHADOW
else
#endif
if (mat == 32000) { // Water
if (fract(worldPos.y + 0.005) > 0.06)
DoWave_Water(playerPos.xyz, worldPos);
}
#endif
#endif
}
void DoInteractiveWave(inout vec3 playerPos, int mat) {
float strength = 2.0;
if (mat == 10003 || mat == 10023 || mat == 10015) { // Flowers
strength = 1.0;
}
if (length(playerPos) < 2.0) playerPos.xz += playerPos.xz * max(5.0 / max(length(playerPos * vec3(8.0, 2.0, 8.0) - vec3(0.0, 2.0, 0.0)), 2.0) -0.625, 0.0) * clamp(2.0 / length(playerPos) - 1.0, 0.0, 1.0) * strength; // Emin's code from v4 + smooth transition by me
}
void DoWaveEverything(inout vec3 playerPos) {
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
}

View File

@ -0,0 +1,40 @@
vec2 getOverlayNoise(float sideIntensity, bool noLightCheck, bool decreaseWithDepth, float meltingRadius, int pixelSize, vec3 worldPos, float noiseTransparency, float removeIntensity) {
float overlayNoiseVariable;
float topCheck = abs(clamp01(dot(normal, upVec))); // normal check for top surfaces
if (topCheck > 0.99) {
overlayNoiseVariable = 0.0;
overlayNoiseVariable += topCheck;
} else {
overlayNoiseVariable = sideIntensity;
}
//noise
int noiseSize = 0;
// #if SNOW_SIZE > 0 || MOSS_SIZE > 0 || SAND_SIZE > 0
noiseSize = pixelSize;
// #else
// noiseSize = pixelTexSize.x + 1; // only commented out for nostalgia :p
// #endif
float noise = float(hash33(floor(mod(worldPos, vec3(100.0)) * noiseSize + 0.03) * noiseSize)) * 0.25; // pixel-locked procedural noise
//make patches of terrain that don't have noise
float removeNoise1 = 1.0 - Noise3D(worldPos * 0.0005) * removeIntensity * 1.2;
float removeNoise2 = 1.0 - Noise3D(worldPos * 0.005) * removeIntensity;
float removeNoise3 = Noise3D(worldPos * 0.02) * removeIntensity;
float removeNoise = clamp01(2.0 * removeNoise1 + 0.70 * removeNoise2 + 0.2 * removeNoise3);
overlayNoiseVariable *= removeNoise;
// light check so noise is not in caves (near light sources)
overlayNoiseVariable = clamp01(overlayNoiseVariable); // to prevent stuff breaking, like the fucking bamboo sapling!!!!
if (!noLightCheck) {
overlayNoiseVariable *= (1.0 - pow(lmCoord.x, 1.0 / meltingRadius * 2.5) * 4.3) * pow(lmCoord.y, 14.0); // first part to turn off at light sources, second part to turn off if under blocks
}
float depthTransparency = 1.0;
if (decreaseWithDepth) {
depthTransparency = 10.0 / abs(min(worldPos.y, 0.001)) - 0.3 + clamp(removeNoise * 1.3, 0.0, 0.1); // increase transparency beginning at y=0 at increasing with decreasing y level
}
overlayNoiseVariable = clamp(overlayNoiseVariable, 0.0, min1(log(noiseTransparency + 3.0) - 0.6) * depthTransparency); // to prevent artifacts near light sources
vec2 result = vec2(overlayNoiseVariable, noise);
return result;
}

View File

@ -0,0 +1,147 @@
vec3 absPlayerPos = abs(playerPos);
float maxPlayerPosXZ = max(absPlayerPos.x, absPlayerPos.z);
#ifdef MOSS_NOISE_INTERNAL
float mossDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * MOSS_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
if (mossDecider > 0.001){
vec3 mossColor = mix(vec3(0.2745, 0.3412, 0.1412), vec3(0.451, 0.5804, 0.1255), float(hash33(floor(mod(worldPos, vec3(100.0)) * MOSS_SIZE + 0.03) * MOSS_SIZE)) * 0.15);
#if MOSS_IN_CAVES < 2
bool disableLight = true;
#else
bool disableLight = false;
#endif
#if MOSS_SIDE_INTENSITY == 0
float mossSide = 0.0;
#else
float mossSide = MOSS_SIDE_INTENSITY * 0.1;
#endif
vec2 mossVec = getOverlayNoise(mossSide, disableLight, false, 0.1, MOSS_SIZE, worldPos, MOSS_TRANSPARENCY, MOSS_NOISE_REMOVE_INTENSITY * 1.5);
float mossNoise = mossVec.y;
float mossVariable = mossVec.x;
#if MOSS_IN_CAVES == 0
mossVariable *= inLushCave;
#endif
mossColor *= 1.1;
mossColor += 0.13 * mossNoise * MOSS_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
#ifdef GBUFFERS_TERRAIN
#if MOSS_IN_CAVES == 0
emission *= mix(1.0, overlayNoiseEmission, inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
smoothnessG = mix(smoothnessG, 0.0, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
#endif
#else
emission *= mix(1.0, overlayNoiseEmission, overlayNoiseIntensity * mossNoiseIntensity);
smoothnessG = mix(smoothnessG, 0.0, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
#endif
#endif
#endif
#if MOSS_IN_CAVES == 0
smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
#else
smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
#endif
#ifdef GBUFFERS_WATER
#if MOSS_IN_CAVES == 0
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, inLushCave);
fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult * inLushCave);
#else
overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult);
#endif
#endif
mossVariable *= mossDecider;
color.rgb = mix(color.rgb, mossColor, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * mossVariable * mossNoiseIntensity, 0.0, 1.0));
}
#endif
#ifdef SAND_NOISE_INTERNAL
float sandDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * SAND_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
if (sandDecider > 0.001){
#if SAND_CONDITION == 0
float desertSandColorMixer = inSand + inRedSand;
vec3 sandColor = mix(
vec3(0.9216, 0.8353, 0.6196), (inSand * vec3(0.9216, 0.8353, 0.6196) + inRedSand * vec3(0.5843, 0.3412, 0.1569)), desertSandColorMixer);
#else
vec3 sandColor = vec3(0.9216, 0.8353, 0.6196);
#endif
#if SAND_SIDE_INTENSITY == 0
float sandSide = 0.0;
#else
float sandSide = SAND_SIDE_INTENSITY * 0.1;
#endif
vec2 sandVec = getOverlayNoise(sandSide, SAND_IN_CAVES, true, 0.1, SAND_SIZE, worldPos, SAND_TRANSPARENCY, SAND_NOISE_REMOVE_INTENSITY * 2.0);
float sandNoise = sandVec.y;
float sandVariable = sandVec.x;
#if SAND_CONDITION == 0
sandVariable *= desertSandColorMixer;
#elif SAND_CONDITION == 1
sandVariable *= inDry;
#endif
sandColor *= 1.1;
sandColor += 0.13 * sandNoise * SAND_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
#ifdef GBUFFERS_TERRAIN
#if SAND_CONDITION == 0
emission *= mix(1.0, overlayNoiseEmission, desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
#endif
highlightMult = mix(highlightMult, 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
#elif SAND_CONDITION == 1
emission *= mix(1.0, overlayNoiseEmission, inDry * overlayNoiseIntensity * sandNoiseIntensity);
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
#endif
highlightMult = mix(highlightMult, 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
#else
emission *= overlayNoiseEmission;
smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
#endif
highlightMult = mix(highlightMult, 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
#endif
#endif
#ifdef GBUFFERS_WATER
#if SAND_CONDITION == 0
overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, desertSandColorMixer);
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * desertSandColorMixer);
#elif SAND_CONDITION == 1
overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, inDry);
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * inDry);
#else
overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult);
#endif
#endif
sandVariable *= sandDecider;
color.rgb = mix(color.rgb, sandColor, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * sandVariable * overlayNoiseIntensity * sandNoiseIntensity, 0.0, 1.0));
}
#endif

View File

@ -0,0 +1,425 @@
// Yes I hate myself for having done all of this in a big file and with functions. Thanks you me from a year ago
#ifndef GBUFFERS_HAND
vec3 oldColor = color.rgb; // Needed for entities
#if SEASONS != 2 && SEASONS != 5
// Color Desaturation
vec3 desaturatedColor = color.rgb;
if (SEASON_COLOR_DESATURATION > 0.0) {
float desaturation = SEASON_COLOR_DESATURATION;
#if SEASONS == 1 || SEASONS == 4
if (winterTime > 0) {
// snow conditions
#if SNOW_CONDITION != 2
desaturation *= inSnowy; // make only appear in cold biomes
#elif SNOW_CONDITION == 0
desaturation *= rainFactor; // make only appear in rain
#endif
}
#endif
desaturatedColor = mix(color.rgb, vec3(GetLuminance(color.rgb)), clamp01(desaturation - lmCoord.x));
}
#endif
bool dhLeaves = true;
#ifdef DH_TERRAIN
if (mat == DH_BLOCK_LEAVES && dhColor.r < 0.17 || dhColor.r > 0.7) dhLeaves = false;
#endif
#if SEASONS == 1 || SEASONS == 2
vec3 summerColor = color.rgb;
if (summerTime > 0) {
#if defined GBUFFERS_TERRAIN || defined DH_TERRAIN
if (isFoliage && dhLeaves || mat == 10132 && glColor.b < 0.999) { // Normal Grass Block
summerColor = mix(summerColor, GetLuminance(summerColor) * vec3(1.0, 0.8941, 0.3725), 0.3 * SUMMER_STRENGTH);
}
#endif
}
#endif
float autumnOnlyForests = 1.0;
#ifdef AUTUMN_CONDITION
autumnOnlyForests = inForest;
#endif
#if SEASONS == 1 || SEASONS == 3
vec3 autumnColor = vec3(0);
if (autumnTime > 0 && inPaleGarden < 0.5) {
autumnColor = mix(color.rgb, desaturatedColor, 0.65 * autumnOnlyForests);
#if defined GBUFFERS_TERRAIN || defined GBUFFERS_BLOCK || defined DH_TERRAIN
const vec3 autumnLeafColor0 = vec3(0.9922, 0.5707, 0.098);
const vec3 autumnLeafColor1 = vec3(0.9922, 0.4786, 0.098);
const vec3 autumnLeafColor2 = vec3(0.9804, 0.4033, 0.1569);
const vec3 autumnLeafColor3 = vec3(0.9765, 0.3333, 0.149);
const vec3 autumnLeafColor4 = vec3(0.9765, 0.1333, 0.149);
float noiseLeavesColor1 = smoothstep(0.4, 0.7, Noise3D(worldPos * 0.0001 * AUTUMN_NOISE_SIZE));
float noiseLeavesColor2 = smoothstep(0.3, 0.7, Noise3D(worldPos * 0.0003 * AUTUMN_NOISE_SIZE + 300.0));
float noiseLeavesColor3 = smoothstep(0.65, 0.7, Noise3D(worldPos * 0.0005 * AUTUMN_NOISE_SIZE + 700.0));
float noiseLeavesColor4 = smoothstep(0.7, 0.8, Noise3D(worldPos * 0.0003 * AUTUMN_NOISE_SIZE + 1000.0));
vec3 leafMainColor = mix(mix(mix(mix(autumnLeafColor0, autumnLeafColor1, noiseLeavesColor1), autumnLeafColor2, noiseLeavesColor2), autumnLeafColor3, noiseLeavesColor3), autumnLeafColor4, noiseLeavesColor4) * 1.5; // giant mix :p
if (isFoliage) {
if (mat == 10009 || mat == 10011
#ifdef DH_TERRAIN
|| mat == DH_BLOCK_LEAVES && isFoliage && dhLeaves
#endif
) { // Except some leaves
autumnColor *= mix(vec3(1.0), leafMainColor, autumnOnlyForests);
} else {
autumnColor *= mix(vec3(1.0), vec3(0.9882, 0.7725, 0.5725), autumnOnlyForests * 0.5);
}
} else { // leaves on the ground
if ((mat == 10132
#ifdef DH_TERRAIN
|| mat == DH_BLOCK_GRASS
#endif
) && glColor.b < 0.999) { // Normal Grass Block, grass part
autumnColor *= mix(vec3(1.0), vec3(0.9882, 0.7725, 0.5725), autumnOnlyForests * 0.4);
}
#ifdef LEAVES_ON_GROUND
vec3 absPlayerPos = abs(playerPos);
float maxPlayerPosXZ = max(absPlayerPos.x, absPlayerPos.z);
float leafDecider = -clamp01(pow2(min1(maxPlayerPosXZ / 100) * 2.0)) + 1.0; // The effect will only be around the player
if (leafDecider > 0.001){
float noiseLeavesFloorColor = float(hash33(floor(mod(worldPos, vec3(100.0)) * 16 + 0.03) * 16)) * 0.25;
vec3 leafFloorColorRandomMess = mix(mix(mix(mix(autumnLeafColor0, autumnLeafColor1, noiseLeavesFloorColor), autumnLeafColor2, noiseLeavesFloorColor), autumnLeafColor3, noiseLeavesFloorColor), autumnLeafColor4, noiseLeavesFloorColor) * 2.0;
vec3 leafFloorColor = mix(leafFloorColorRandomMess, leafMainColor, 0.6); // this mixes between the random colors and the colors of the leaves at the world pos
vec2 leafVec = getOverlayNoise(0.0, true, false, 0.1, 16, worldPos, 1.0, 0.0);
float leafFloorNoise = leafVec.y;
float leafVariable = leafVec.x;
leafVariable *= (1.0 - pow(lmCoord.y + 0.01, 30.0)) * pow(lmCoord.y + 0.01, 2.0);
leafFloorColor += 0.13 * leafFloorNoise; // make the noise less noticeable
float leafAddNoise1 = 1.0 - texture2D(noisetex, 0.0005 * (worldPos.xz + worldPos.y)).r * 1.3;
float leafAddNoise2 = 1.0 - texture2D(noisetex, 0.005 * (worldPos.xz + worldPos.y)).r * 1.3;
float leafAddNoise3 = texture2D(noisetex, 0.02 * (worldPos.xz + worldPos.y)).r * 1.3;
leafVariable += mix(0.0, lmCoord.y * 1.0 - clamp(2.0 * leafAddNoise1 + 0.70 * leafAddNoise2 + 0.2 * leafAddNoise1, 0.0, 1.0), inForest);
leafVariable = clamp01(leafVariable);
leafVariable *= abs(clamp01(dot(normal, upVec))); // make only appear on top of blocks
leafVariable *= leafDecider;
autumnColor *= mix(vec3(1.0), leafFloorColor, leafVariable * overlayNoiseIntensity * autumnOnlyForests);
}
#endif
}
#endif
#ifndef GBUFFERS_ENTITIES
autumnColor *= mix(vec3(1.0), vec3(1.0, 0.7, 0.5), autumnTime * 0.7 * autumnOnlyForests * AUTUMN_STRENGTH);
#endif
}
#endif
#if (SEASONS == 1 || SEASONS == 3 || SEASONS == 4) && (defined GBUFFERS_TERRAIN || defined DH_TERRAIN) && LESS_LEAVES > 0
if (mat == 10009 || mat == 10011) { // Except some leaves
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVING_ANYTHING_TERRAIN || defined WAVE_EVERYTHING || defined INTERACTIVE_FOLIAGE
vec3 worldLeavesNoise = beforeTransformPos.xyz;
#else
vec3 worldLeavesNoise = playerPos.xyz;
#endif
float autumnWinterTime = autumnTime + winterTime;
#if SNOW_CONDITION != 2
autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
#endif
#if SNOW_CONDITION == 0
autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
#endif
float noiseLeaveAlpha = step(autumnWinterTime * LESS_LEAVES * 0.15, hash13(floor(mod(worldLeavesNoise - 0.001 * (mat3(gbufferModelViewInverse) * normal) + cameraPosition.xyz, vec3(100.0)) * 4) * 4)); // remove some leaves with noise
noiseLeaveAlpha += step(autumnWinterTime * LESS_LEAVES * 0.13, hash13(floor(mod(worldLeavesNoise - 0.001 * (mat3(gbufferModelViewInverse) * normal) + cameraPosition.xyz, vec3(100.0)) * 16) * 16));
color.a *= noiseLeaveAlpha;
}
#endif
#if SEASONS == 1 || SEASONS == 4
vec3 winterColor = vec3(0);
if (winterTime > 0) {
float snowSide = 0.0;
#if !defined GBUFFERS_ENTITIES && defined GBUFFERS_TERRAIN
if (isFoliage) snowSide = mix(1.0, 0.0, 1.0 / (color.g * color.g) * 0.05); // make all foliage white
#ifndef DH_TERRAIN
if ((mat == 10132 && glColor.b < 0.999) || (mat == 10126 && color.b + color.g < color.r * 2.0 && color.b > 0.3 && color.g < 0.45) || (mat == 10493 && color.r > 0.52 && color.b < 0.30 && color.g > 0.41 && color.g + color.b * 0.95 > color.r * 1.2)) { // Normal Grass Block and Dirt Path
snowSide = mix(0.0, 1.0, pow(blockUV.y, 3.0));
#if defined SSS_SEASON_SNOW && (SEASONS == 1 || SEASONS == 4)
#if SNOW_CONDITION == 0
if (rainFactor > 0 && inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true; // SSS
#elif SNOW_CONDITION == 1
if (inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
#else
subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
#endif
#endif
} // add to the side of grass, mycelium, path blocks; in that order. Use blockUV to increase transparency the the further down the block it goes
#endif
if (mat == 10132 && glColor.b < 0.999) snowSide += abs(color.g - color.g * 0.5); // Normal Grass Block, mute the grass colors a bit
if ((mat == 10132
#ifdef DH_TERRAIN
|| mat == DH_BLOCK_GRASS
#endif
) && glColor.b < 0.999 || isFoliage && dhLeaves && mat != 10007) { // Foliage except some leaves
desaturatedColor = mix(desaturatedColor, mix(saturateColors(desaturatedColor, 0.4), desaturatedColor * vec3(0.9098, 0.6118, 0.4118), 0.5), winterTime * (1.0 - WINTER_GREEN_AMOUNT));
}
#endif
winterColor = desaturatedColor;
#ifdef GBUFFERS_ENTITIES
oldColor = mix(color.rgb, winterColor, winterTime);
#else
float winterAlpha = color.a;
vec3 snowColor = vec3(0.9713, 0.9691, 0.9891);
vec2 snowVec = getOverlayNoise(snowSide, false, false, MELTING_RADIUS, SNOW_SIZE, worldPos, SNOW_TRANSPARENCY, SNOW_NOISE_REMOVE_INTENSITY * 1.2);
float snowNoise = snowVec.y;
float snowVariable = snowVec.x;
snowColor *= 1.1;
snowColor += 0.13 * snowNoise * SNOW_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
// snow conditions
#if SNOW_CONDITION != 2
snowVariable *= inSnowy; // make only appear in cold biomes
#endif
#if SNOW_CONDITION == 0
snowVariable *= rainFactor; // make only appear in rain
#endif
#if SNOW_CONDITION == 0
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * rainFactor * inSnowy * overlayNoiseIntensity);
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * rainFactor * inSnowy * overlayNoiseIntensity);
#elif SNOW_CONDITION == 1
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * inSnowy * overlayNoiseIntensity);
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * inSnowy * overlayNoiseIntensity);
#else
highlightMult = mix(highlightMult, 2.3 - subsurfaceMode * 0.1, snowVariable * IPBRMult * winterTime * overlayNoiseIntensity);
smoothnessG = mix(smoothnessG, 0.45 + 0.1 * snowNoise, snowVariable * IPBRMult * winterTime * overlayNoiseIntensity);
#endif
#ifdef SSS_SEASON_SNOW
if (dot(normal, upVec) > 0.99) {
#if SNOW_CONDITION == 0
if (rainFactor > 0 && inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
#elif SNOW_CONDITION == 1
if (inSnowy > 0) subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
#else
subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
#endif
}
#endif
#ifdef GBUFFERS_TERRAIN
if (dot(normal, upVec) > 0.99) {
#if SNOW_CONDITION == 0
emission = mix(emission, emission * overlayNoiseEmission, rainFactor * inSnowy * winterTime * overlayNoiseIntensity); // make only appear in rain
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, 0.0, snowVariable * rainFactor * inSnowy * winterTime * overlayNoiseIntensity);
#endif
#elif SNOW_CONDITION == 1
emission = mix(emission, emission * overlayNoiseEmission, inSnowy * winterTime * overlayNoiseIntensity); // make only appear in cold biomes
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, 0.0, snowVariable * inSnowy * winterTime * overlayNoiseIntensity);
#endif
#else
emission = mix(emission, emission * overlayNoiseEmission, winterTime * overlayNoiseIntensity);
#ifndef DH_TERRAIN
smoothnessD = mix(smoothnessD, 0.0, snowVariable * winterTime * overlayNoiseIntensity);
#endif
#endif
}
#endif
#ifdef GBUFFERS_WATER
if (dot(normal, upVec) > 0.99) {
#if SNOW_CONDITION == 0
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, rainFactor * inSnowy * winterTime);
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime * rainFactor * inSnowy);
#elif SNOW_CONDITION == 1
overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, inSnowy * winterTime);
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime * inSnowy);
#else
overlayNoiseTransparentOverwrite = mix(1.0, overlayNoiseAlpha, winterTime);
fresnel = mix(fresnel, 0.01, snowVariable * overlayNoiseFresnelMult * winterTime);
#endif
}
#endif
// final mix
winterColor = mix(winterColor, snowColor, snowVariable * overlayNoiseIntensity);
winterAlpha = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * snowVariable, 0.0, 1.0));
color.a = mix(color.a, winterAlpha, winterTime * overlayNoiseIntensity);
#endif
}
#endif
#if SEASONS == 1 || SEASONS == 5
vec3 springColor = color.rgb;
if (springTime > 0 && inPaleGarden < 0.5) {
#ifdef GBUFFERS_TERRAIN
if (isFoliage && dhLeaves || mat == 10132 && glColor.b < 0.999
#ifdef DH_TERRAIN
|| mat == DH_BLOCK_GRASS
#endif
) { // Foliage except some leaves, Normal Grass Block
if (glColor.b < 0.99) springColor = mix(springColor, GetLuminance(springColor) * vec3(0.3725, 1.0, 0.4235), 0.5 * SPRING_GREEN_INTENSITY);
}
#if FLOWER_AMOUNT > 0 && !defined DH_TERRAIN
if (mat == 10132) { // Normal Grass Block
float flowerNoiseAdd = step(texture2D(noisetex, 0.0005 * (worldPos.xz + atMidBlock.xz / 64)).r, 0.25) * 3.5 + 1.0; // Noise to add more flowers
float flowerNoiseRemove = clamp01(step(texture2D(noisetex, 0.003 * (worldPos.xz + atMidBlock.xz / 64)).g, 0.69) + 0.15); // Noise to reduce the amount of flowers
ivec2 flowerUV = ivec2(blockUV.xz * FLOWER_SIZE);
float flower1Variable = 0.0;
float flower2Variable = 0.0;
float flower3Variable = 0.0;
float flower4Variable = 0.0;
float flower5Variable = 0.0;
float flower4Emission = 0.0; // this exists to only make the purple part of the flower bud be emissive
float flowerEmissionMask = 0.0;
const ivec2 flower1Size = ivec2(3, 3);
const ivec2 flower2Size = ivec2(3, 3);
const ivec2 flower3Size = ivec2(1, 1);
const ivec2 flower4Size = ivec2(2, 2);
const ivec2 flower5Size = ivec2(5, 5);
vec4 flower1Pixels[flower1Size.x * flower1Size.y] = vec4[flower1Size.x * flower1Size.y](
vec4(0), vec4(1) , vec4(0),
vec4(1), vec4(1.0, 0.8784, 0.2706, 1.0), vec4(1),
vec4(0), vec4(1) , vec4(0)
);
vec4 flower2Pixels[flower2Size.x * flower2Size.y] = vec4[flower2Size.x * flower2Size.y](
vec4(0), vec4(0.9922, 0.7686, 0.4078, 1.0) , vec4(0),
vec4(0.9922, 0.7686, 0.4078, 1.0), vec4(0.8471, 0.5216, 0.0627, 1.0), vec4(0.9922, 0.7686, 0.4078, 1.0),
vec4(0), vec4(0.9922, 0.7686, 0.4078, 1.0) , vec4(0)
);
vec4 flower3Pixels[flower3Size.x] = vec4[flower3Size.x](vec4(1.0, 0.8784, 0.2706, 1.0));
vec4 flower4Pixels[flower4Size.x * flower4Size.y] = vec4[flower4Size.x * flower4Size.y](
vec4(0.1137, 0.3882, 0.1137, 1.0), vec4(0.5294, 0.2902, 0.5647, 1.0),
vec4(0.1059, 0.3333, 0.0863, 1.0), vec4(0.1137, 0.3882, 0.1137, 1.0)
);
vec4 flower5Pixels[flower5Size.x * flower5Size.y] = vec4[flower5Size.x * flower5Size.y](
vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0), vec4(0),
vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0),
vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.8667, 0.2627, 0.9569, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0),
vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.9137, 0.5882, 0.9647, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0),
vec4(0), vec4(0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0.6627, 0.4118, 0.7373, 1.0), vec4(0)
);
for (int i = 1; i <= FLOWER_AMOUNT; i++) {
if (NdotU > 0.5) {
ivec2 randomFlower1UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(200)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower1Size.x)); // here the bigger component of flower1Size should be used, currently all flowers are symmetric
ivec2 randomFlower2UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(300)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower2Size.x));
ivec2 randomFlower3UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(400)) + i) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower3Size.x));
ivec2 randomFlower4UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(501))) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower4Size.x)); // Only 1 flower should max generate on a block for flower4/5
ivec2 randomFlower5UV = ivec2((hash33(mod(floor(worldPos + atMidBlock / 64), vec3(500))) * 0.5 + 0.5) * (FLOWER_SIZE + 1 - flower5Size.x));
float randomFlower1Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(300)) + i), 0.15 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
float randomFlower2Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(200)) + i), 0.15 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
float randomFlower3Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(500)) + i), 0.40 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY);
float randomFlower45Block = step(hash13(mod(floor(worldPos + atMidBlock / 64), vec3(400))) , 0.001 * flowerNoiseRemove * flowerNoiseAdd * FLOWER_DENSITY); // both purple flowers should appear only on the same block
float inverseRandomFlower45Block = randomFlower45Block * -1.0 + 1.0; // to remove other flower types on the block where the purple flower is on
ivec2 flower1RelCoord = flowerUV - randomFlower1UV;
ivec2 flower2RelCoord = flowerUV - randomFlower2UV;
ivec2 flower3RelCoord = flowerUV - randomFlower3UV;
ivec2 flower4RelCoord = flowerUV - randomFlower4UV;
ivec2 flower5RelCoord = flowerUV - randomFlower5UV;
if (all(greaterThanEqual(flower1RelCoord, ivec2(0))) && all(lessThan(flower1RelCoord, flower1Size))) { // if the position is inside the flower, do the flower
vec4 flower1Col = flower1Pixels[flower1RelCoord.x + flower1Size.x * flower1RelCoord.y]; // this flower pixel's colour
flower1Variable = flower1Col.a * randomFlower1Block * inverseRandomFlower45Block;
springColor = mix(springColor, flower1Col.rgb, flower1Variable); // apply the flower colour
}
if (all(greaterThanEqual(flower2RelCoord, ivec2(0))) && all(lessThan(flower2RelCoord, flower2Size))) {
vec4 flower2Col = flower2Pixels[flower2RelCoord.x + flower2Size.x * flower2RelCoord.y];
flower2Variable = flower2Col.a * randomFlower2Block * inverseRandomFlower45Block;
springColor = mix(springColor, flower2Col.rgb, flower2Variable);
}
if (all(greaterThanEqual(flower3RelCoord, ivec2(0))) && all(lessThan(flower3RelCoord, flower3Size))) {
vec4 flower3Col = flower3Pixels[flower3RelCoord.x + flower3RelCoord.y];
flower3Variable = flower3Col.a * randomFlower3Block * inverseRandomFlower45Block;
springColor = mix(springColor, flower3Col.rgb, flower3Variable);
}
if (all(greaterThanEqual(flower4RelCoord, ivec2(0))) && all(lessThan(flower4RelCoord, flower4Size))) {
vec4 flower4Col = flower4Pixels[flower4RelCoord.x + flower4Size.x * flower4RelCoord.y];
flower4Variable = flower4Col.a * randomFlower45Block;
flower4Emission = flower4Variable * (1.0 - step(flower4Col.r , 0.5));
springColor = mix(springColor, flower4Col.rgb, flower4Variable);
}
if (all(greaterThanEqual(flower5RelCoord, ivec2(0))) && all(lessThan(flower5RelCoord, flower5Size))) {
vec4 flower5Col = flower5Pixels[flower5RelCoord.x + flower5Size.x * flower5RelCoord.y];
flower5Variable = flower5Col.a * randomFlower45Block;
springColor = mix(springColor, flower5Col.rgb, flower5Variable);
}
#if EMISSIVE_FLOWERS > 0
flowerEmissionMask = max(emission, (flower1Variable + flower2Variable + flower3Variable + flower4Emission + flower5Variable)); // Emission Mask
#endif
}
}
#if EMISSIVE_FLOWERS > 0 && defined EMISSIVE_SPRING_FLOWERS
#if EMISSIVE_FLOWERS_TYPE == 1
if (color.b < max(color.r, color.g * 1.1) * 0.95) emission = 0.0;
#elif EMISSIVE_FLOWERS_TYPE == 2
if (color.r < max(color.b * 1.15, color.g * 1.1) * 0.95) emission = 0.0;
#endif
emission = 2.0 * skyLightCheck * flowerEmissionMask;
#if EMISSIVE_FLOWERS == 2
emission = max(emission, mix(0.0, rainFactor + 1.0 * rainFactor, flowerEmissionMask));
#endif
emission *= EMISSIVE_FLOWERS_STRENGTH;
#endif
}
#endif
#endif
}
#endif
#if SEASONS == 1
vec3 summerToAutumn = mix(summerColor, autumnColor, summer);
vec3 autumnToWinter = mix(summerToAutumn, winterColor, autumn);
vec3 winterToSpring = mix(autumnToWinter, springColor, winter);
vec3 springToSummer = mix(winterToSpring, summerColor, spring);
#ifndef GBUFFERS_ENTITIES
color.rgb = springToSummer;
#endif
#elif SEASONS == 2
color.rgb = summerColor;
#elif SEASONS == 3
color.rgb = autumnColor;
#elif SEASONS == 4
color.rgb = winterColor;
#elif SEASONS == 5
color.rgb = springColor;
#endif
#ifdef GBUFFERS_ENTITIES
color.rgb = oldColor;
#endif
#endif

View File

@ -0,0 +1,40 @@
#if SEASONS == 1
#if SEASON_LENGTH >= 24000
int seasonLength = SEASON_LENGTH;
#else
int seasonLength = SEASON_LENGTH * 24000;
#endif
float YearLoop = (worldDay * 24000 + worldTime + SEASON_START * seasonLength) % (seasonLength * 4);
float summer = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 0, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
float autumn = max(0.0, (1.0 + SEASON_TRANSITION_START * 2.5) * (clamp(YearLoop - seasonLength * 1, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START * 2.5); // 2.5 to make snow appear sooner
float winter = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 2, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
float spring = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 3, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
float summerTime = spring - summer + 1.0;
float autumnTime = summer - autumn;
float winterTime = autumn - winter;
float springTime = winter - spring;
#elif SEASONS == 2
float summerTime = 1.0;
float autumnTime = 0.0;
float winterTime = 0.0;
float springTime = 0.0;
#elif SEASONS == 3
float summerTime = 0.0;
float autumnTime = 1.0;
float winterTime = 0.0;
float springTime = 0.0;
#elif SEASONS == 4
float summerTime = 0.0;
float autumnTime = 0.0;
float winterTime = 1.0;
float springTime = 0.0;
#elif SEASONS == 5
float summerTime = 0.0;
float autumnTime = 0.0;
float winterTime = 0.0;
float springTime = 1.0;
#endif

View File

@ -0,0 +1 @@
#include "/lib/materials/specificMaterials/entities/itemFrame.glsl"

View File

@ -0,0 +1,6 @@
color = vec4(1.0, 1.1, 1.4, 1.0);
lmCoordM = vec2(0.0);
shadowMult = vec3(0.0);
emission = 0.5;

View File

@ -0,0 +1,139 @@
// End Portal fix by fayer3#2332 (Modified)
float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
int repeat = 4;
#else
int repeat = 8;
#endif
#if END_PORTAL_VARIATION == 0 || END_PORTAL_VARIATION == 1
#if END_PORTAL_VARIATION == 0
vec3[8] colors = vec3[](
vec3(0.3472479, 0.6559956, 0.7387838) * 1.5,
vec3(0.6010780, 0.7153565, 1.060625 ),
vec3(0.4221090, 0.8135094, 0.9026056),
vec3(0.3492291, 1.0241201, 1.8612821),
vec3(0.7543085, 0.8238697, 0.6803233),
vec3(0.4144472, 0.5648165, 0.8037 ),
vec3(0.508905 , 0.6719649, 0.9982805),
vec3(0.5361914, 0.4476583, 0.8008522));
color.rgb = vec3(0.421, 0.7, 1.6) * 0.14;
#else
vec3[3] colors = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0));
color.rgb = vec3(0.4214321, 0.4722309, 1.9922364) * 0.08;
#endif
float dismult = 0.5;
for (int j = 0; j < repeat; j++) {
float add = float(j + dither) * 0.0625 / float(repeat);
for (int i = 1; i <= 8; i++) {
vec2 offset = vec2(0.0, 1.0/(3600.0/24.0)) * pow(16.0 - i, 2.0) * 0.004;
vec2 wind = fract((frameTimeCounter + 984.0) * (i + 8) * 0.125 * offset);
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * (i * dismult + 1), 1.0)).xyz);
if (abs(NdotU) > 0.9) {
wpos.xz /= wpos.y;
wpos.xz *= 0.06 * sign(- playerPos.y);
wpos.xz *= abs(playerPos.y) + i * dismult + add;
wpos.xz -= cameraPosition.xz * 0.05;
} else {
vec3 absPos = abs(playerPos);
if (abs(dot(normal, eastVec)) > 0.9) {
wpos.xz = wpos.yz / wpos.x;
wpos.xz *= 0.06 * sign(- playerPos.x);
wpos.xz *= abs(playerPos.x) + i * dismult + add;
wpos.xz -= cameraPosition.yz * 0.05;
} else {
wpos.xz = wpos.yx / wpos.z;
wpos.xz *= 0.06 * sign(- playerPos.z);
wpos.xz *= abs(playerPos.z) + i * dismult + add;
wpos.xz -= cameraPosition.yx * 0.05;
}
}
vec2 pos = wpos.xz;
#if END_PORTAL_VARIATION == 0
float colormult = 0.9/(30.0+i);
float rotation = (i - 0.1 * i + 0.71 * i - 11 * i + 21) * 0.01 + i * 0.01;
float Cos = cos(radians(rotation));
float Sin = sin(radians(rotation));
vec2 coord = mat2(Cos, Sin, -Sin, Cos) * pos + wind;
if (mod(float(i), 4) < 1.5) coord = coord.yx + vec2(-1.0, 1.0) * wind.y;
vec3 psample = pow(texture2D(tex, coord).rgb, vec3(0.85)) * colors[i-1] * colormult;
color.rgb += psample * length(psample.rgb) * (3000.0 / repeat);
#else
float noisePortal = texture2D(noisetex, pos * 0.5).g;
color.rgb += texture2D(noisetex, vec2(noisePortal, noisePortal) + wind * 2.0).g * colors[i % 3] * 0.1;
#endif
}
}
color.rgb *= vec3(0.09, 0.086, 0.06) * 0.9;
emission = 10.0;
#elif END_PORTAL_VARIATION == 3 // Thanks to WoMspace
float portalEffectSpeed = 3.0;
vec3 roundedCoords = floor((playerPos - vec3(0.001) + cameraPosition) * 16.0); // not perfect yet, portal shifts when moving up or down
float pixelPortalEffect = 0.0;
for (int i = 0; i < 5; i++){
float currentTime = floor(frameTimeCounter * portalEffectSpeed + float(i));
float nextTime = floor(frameTimeCounter * portalEffectSpeed + 1.0 + float(i));
// float currentFrame = hash14(vec4(roundedCoords, floor(worldPos.y * 16.0), currentTime));
float currentFrame = hash13(vec3(roundedCoords + currentTime));
// float nextFrame = hash14(vec4(roundedCoords, floor(worldPos.y * 16.0), nextTime));
float nextFrame = hash13(vec3(roundedCoords + nextTime));
pixelPortalEffect += mix(currentFrame, nextFrame, fract(frameTimeCounter * portalEffectSpeed));
}
pixelPortalEffect /= 5.0;
color.rgb = vec3(0.37, 0.5, 0.8) * pow(pixelPortalEffect, 5.0) * 10.0;
emission = pow(pixelPortalEffect, 5.0) * 2.0;
lmCoordM.x = 0.0;
#endif
noDirectionalShading = true;
#ifdef COATED_TEXTURES
noiseFactor = 0.0;
#endif
#ifdef PORTAL_EDGE_EFFECT
//vec3 voxelPos = SceneToVoxel(mix(playerPos, vec3(0.0), -0.02)); // Fixes weird parallax offset
vec3 voxelPos = SceneToVoxel(playerPos);
if (CheckInsideVoxelVolume(voxelPos)) {
float portalOffset = 0.08333 * dither;
vec3[4] portalOffsets = vec3[](
vec3( portalOffset, 0, portalOffset),
vec3( portalOffset, 0,-portalOffset),
vec3(-portalOffset, 0, portalOffset),
vec3(-portalOffset, 0,-portalOffset)
);
float edge = 0.0;
for (int i = 0; i < 4; i++) {
int voxel = int(texelFetch(voxel_sampler, ivec3(voxelPos + portalOffsets[i]), 0).r);
if (voxel == 58 || voxel == 255) { // End Portal Frame or Bedrock
edge = 1.0; break;
}
}
#ifdef END
// No edge effect in the middle of the return fountain
vec2 var1 = abs(playerPos.xz + cameraPosition.xz - 0.5);
float var2 = max(var1.x, var1.y);
if (var2 > 1.0)
#endif
{
vec4 edgeColor = vec4(vec3(0.18, 0.5, 0.45), 1.0);
#if END_PORTAL_VARIATION == 3
edgeColor = vec4(vec3(0.2431, 0.2588, 0.7294), 1.0);
#endif
color = mix(color, edgeColor, edge);
emission = mix(emission, 5.0, edge);
}
}
#endif

View File

@ -0,0 +1,15 @@
normalM = upVec;
highlightMult = 0.0;
shadowMult = vec3(0.0);
#if MC_VERSION >= 11700
if (lmCoord.x > 0.99) { // Glowing Sign Text
lmCoordM = vec2(0.0);
emission = 1.0;
color.rgb *= length(color.rgb) + 0.5;
} else // Normal Sign Text
#endif
color.rgb *= 5.0;

View File

@ -0,0 +1,4 @@
smoothnessG = color.g;
smoothnessD = color.g;
emission = min(max0(dot(color.rgb, color.rgb) - 1.0) * 6.0, 1.0);

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(pow2(color.r)) * 0.65;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.5;
#endif

View File

@ -0,0 +1,3 @@
smoothnessG = color.r * 0.4;
smoothnessD = color.r * 0.3;

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(pow2(color.g)) * 0.75;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(pow2(color.g)) * 0.7;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(color.r) * 0.7;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.77;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = color.r * 0.7;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,7 @@
smoothnessG = pow2(pow2(pow2(color.g))) * 12.0;
smoothnessG = min1(smoothnessG);
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,3 @@
smoothnessG = pow2(color.r) * 0.7;
smoothnessG = min1(smoothnessG);
smoothnessD = smoothnessG;

View File

@ -0,0 +1,7 @@
smoothnessG = pow2(pow2(pow2(color.g))) * 12.0;
smoothnessG = min1(smoothnessG);
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.77;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(color.g) * 0.25;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,7 @@
smoothnessG = pow2(pow2(color.g)) * 8.0;
smoothnessG = min1(smoothnessG);
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.66;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = pow2(color.g) * 0.7;
smoothnessD = smoothnessG;
#ifdef COATED_TEXTURES
noiseFactor = 0.77;
#endif

View File

@ -0,0 +1,6 @@
smoothnessG = color.r;
smoothnessD = color.r;
#ifdef COATED_TEXTURES
noiseFactor = 0.33;
#endif

View File

@ -0,0 +1,17 @@
float epsilon = 0.00001;
vec2 absMidCoordPosM = absMidCoordPos - epsilon;
vec3 avgBorderColor = vec3(0.0);
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2(epsilon, absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2(epsilon,-absMidCoordPosM.y)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, epsilon)).rgb;
avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, epsilon)).rgb;
avgBorderColor *= 0.125;
vec3 colorDif = abs(avgBorderColor - color.rgb);
emission = max(colorDif.r, max(colorDif.g, colorDif.b));
emission = pow2(emission * 2.5 - 0.15);

View File

@ -0,0 +1,2 @@
smoothnessG = color.r;
smoothnessD = color.r * 0.65;

View File

@ -0,0 +1,8 @@
noSmoothLighting = true;
color.rgb *= 1.0 + 0.7 * pow2(max(-signMidCoordPos.y + 0.6, float(NdotU > 0.9) * 1.6));
#ifdef SNOWY_WORLD
snowFactor = 0.0;
#endif
overlayNoiseIntensity = 0.3;

View File

@ -0,0 +1,3 @@
smoothnessG = pow2(pow2(color.g));
smoothnessD = smoothnessG;
smoothnessG = max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5));

Some files were not shown because too many files have changed in this diff Show More