mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
155 lines
4.3 KiB
V Shell
155 lines
4.3 KiB
V Shell
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
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#define ANTIALIASING_RELATED_SETTINGS
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D colortex4;
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#ifdef LINES
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flat varying int SELECTION_BOX;
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#endif
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#ifdef OVERWORLD_SHADER
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec3 WsunVec;
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#include "/lib/scene_controller.glsl"
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#endif
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uniform bool isInRainFallEnviornment;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform ivec2 eyeBrightnessSmooth;
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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#include "/lib/TAA_jitter.glsl"
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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#ifdef DAMAGE_BLOCK_EFFECT
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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attribute vec4 mc_midTexCoord;
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varying vec4 tangent;
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attribute vec4 at_tangent;
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varying vec4 normalMat;
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#endif
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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lmtexcoord.zw = lmcoord;
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#ifdef DAMAGE_BLOCK_EFFECT
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
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vtexcoordam.pq = abs(texcoordminusmid)*2;
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vtexcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
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vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
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tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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#endif
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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#if defined WEATHER || defined LINES
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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#ifdef WEATHER
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worldpos += cameraPosition;
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bool istopv = (worldpos.y > cameraPosition.y + 5.0 && lmtexcoord.w > 0.99);
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if(!istopv && isInRainFallEnviornment){
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worldpos.xyz -= cameraPosition - vec3(2.0,0.0,2.0) * min(max(clamp(eyeBrightnessSmooth.y/240.0,0,1)-0.95,0)/0.05,1);
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}else{
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worldpos.xyz -= cameraPosition;
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}
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#endif
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#if defined LINES && defined PLANET_CURVATURE
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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color = gl_Color;
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#ifdef LINES
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SELECTION_BOX = 0;
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if(dot(color.rgb,vec3(0.33333)) < 0.00001) SELECTION_BOX = 1;
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#endif
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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averageSkyCol_Clouds = texelFetch(colortex4,ivec2(0,37),0).rgb;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#define READ_SCENE_CONTROLLER_PARAMETERS
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#include "/lib/scene_controller.glsl"
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// readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog);
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#endif
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#if TAA_MODE == 3
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifndef WEATHER
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#if TAA_MODE > 0
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gl_Position.xy += taaJitter * gl_Position.w*texelSize;
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#endif
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#endif
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}
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