mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add vanilla stars to resource pack sky, fix resource pack sky (1.21.11+), fix selection box on 1.21.1, fix entites/hand when in front of voxy water, fix DH/voxy water causing small refraction on entities
This commit is contained in:
@@ -507,7 +507,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
if(blockBreak.a > 0.99) {
|
||||
gl_FragData[2] = blockBreak;
|
||||
} else {
|
||||
gl_FragData[2] = vec4(encodeVec2(vec2(0.5)), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.0);
|
||||
gl_FragData[2] = vec4(0.0, encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.5);
|
||||
}
|
||||
|
||||
gl_FragData[3] = vec4(1, 1, encodeVec2(lightmapCoords.x, lightmapCoords.y), 1);
|
||||
|
||||
@@ -397,7 +397,11 @@ void main() {
|
||||
gl_FragData[2] = vec4(0.0);
|
||||
|
||||
#ifdef LINES
|
||||
bool selectionBox = renderStage == MC_RENDER_STAGE_OUTLINE;
|
||||
#if MC_VERSION == 12101
|
||||
bool selectionBox = dot(color.rgb,vec3(0.33333)) < 0.00001;
|
||||
#else
|
||||
bool selectionBox = renderStage == MC_RENDER_STAGE_OUTLINE;
|
||||
#endif
|
||||
#ifndef SELECT_BOX
|
||||
if(selectionBox) discard;
|
||||
#endif
|
||||
|
||||
@@ -1643,15 +1643,17 @@ void main() {
|
||||
// vec3 orbitstar = vec3(feetPlayerPos_normalized.x,abs(feetPlayerPos_normalized.y),feetPlayerPos_normalized.z); orbitstar.x -= WsunVec.x*0.2;
|
||||
vec3 worldDir = normalize(mat3(gbufferModelViewInverse) * toScreenSpace(vec3(texcoord/RENDER_SCALE,1.0)));
|
||||
|
||||
vec3 orbitstar = customRotation(sunPathRotation, worldTimeSmooth) * worldDir;
|
||||
#if RESOURCEPACK_SKY == 0 || RESOURCEPACK_SKY == 3
|
||||
vec3 orbitstar = customRotation(sunPathRotation, worldTimeSmooth) * worldDir;
|
||||
|
||||
vec3 starColor = vec3(1.0);
|
||||
#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
|
||||
float stars = stars(orbitstar, starColor) * 100.0;
|
||||
Background += stars * starColor;
|
||||
#else
|
||||
float stars = stars(orbitstar, starColor) * 10.0;
|
||||
Background += stars * starColor * mix(clamp(-unsigned_WsunVec.y*2.0,0.0,1.0), 1.0, clamp(cameraPosition.y-15000.0, 0.0, 45000.0)/45000.0);
|
||||
vec3 starColor = vec3(1.0);
|
||||
#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
|
||||
float stars = stars(orbitstar, starColor) * 100.0;
|
||||
Background += stars * starColor;
|
||||
#else
|
||||
float stars = stars(orbitstar, starColor) * 10.0;
|
||||
Background += stars * starColor * mix(clamp(-unsigned_WsunVec.y*2.0,0.0,1.0), 1.0, clamp(cameraPosition.y-15000.0, 0.0, 45000.0)/45000.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !defined AMBIENT_LIGHT_ONLY && (RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 0)
|
||||
@@ -1793,18 +1795,8 @@ void main() {
|
||||
if(translucentMasks > 0.0 && !hand){
|
||||
// water absorbtion will impact ALL light coming up from terrain underwater.
|
||||
gl_FragData[0].rgb *= Absorbtion;
|
||||
|
||||
// #if defined DISTANT_HORIZONS || defined VOXY
|
||||
// float DH_mixedLinearZ = sqrt(texelFetch(colortex12,ivec2(gl_FragCoord.xy),0).a/65000.0);
|
||||
// vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, colortex12, DH_mixedLinearZ);
|
||||
// #else
|
||||
// vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, depthtex1, ld(z));
|
||||
// #endif
|
||||
|
||||
// gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
|
||||
}
|
||||
|
||||
|
||||
////// DEBUG VIEW STUFF
|
||||
#if DEBUG_VIEW == debug_SHADOWMAP
|
||||
gl_FragData[0].rgb = vec3(1.0) * (Shadows * NdotL * 0.9 + 0.1);
|
||||
|
||||
@@ -596,7 +596,7 @@ void main() {
|
||||
|
||||
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
|
||||
vec4 data = texelFetch(colortex11,ivec2(texcoord/texelSize),0).rgba;
|
||||
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
|
||||
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g));
|
||||
vec2 unpack1 = decodeVec2(data.b);
|
||||
|
||||
vec4 albedo = vec4(unpack0.ba,unpack1);
|
||||
@@ -636,7 +636,9 @@ void main() {
|
||||
#if FAKE_REFRACTION_AMOUNT > 0
|
||||
vec3 color;
|
||||
#if defined DISTANT_HORIZONS || defined VOXY
|
||||
if(isDHrange || hand) {
|
||||
|
||||
bool isLOD = abs(data.a - 0.5) < 0.01;
|
||||
if(isDHrange || hand || isLOD) {
|
||||
color = texture(colortex3, texcoord).rgb;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -20,6 +20,13 @@ const int colortex12Format = RGBA16F; // DISTANT HORIZONS + VANILLA MIXED DEP
|
||||
const int colortex13Format = RGBA16F; // low res VL (composite5->composite15)
|
||||
const int colortex14Format = RGBA16; // rg = SSAO and SS-SSS. a = skylightmap for translucents.
|
||||
const int colortex15Format = RGBA8; // flat normals and vanilla AO
|
||||
|
||||
#ifdef VOXY
|
||||
const int colortex16Format = RGBA16F; // voxy translucent stuff...
|
||||
#endif
|
||||
#if MAX_COLOR_BUFFERS > 20 || defined VOXY
|
||||
const int colortex17Format = RGBA16F; // resource pack sky
|
||||
#endif
|
||||
*/
|
||||
|
||||
//no need to clear the buffers, saves a few fps
|
||||
@@ -39,6 +46,12 @@ const bool colortex12Clear = false;
|
||||
const bool colortex13Clear = false;
|
||||
const bool colortex14Clear = true;
|
||||
const bool colortex15Clear = false;
|
||||
#ifdef VOXY
|
||||
const bool colortex16Clear = true;
|
||||
#endif
|
||||
#if MAX_COLOR_BUFFERS > 20 || defined VOXY
|
||||
const bool colortex17Clear = true;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef SCREENSHOT_MODE
|
||||
|
||||
@@ -12,6 +12,8 @@ uniform sampler2D depthtex0;
|
||||
#endif
|
||||
uniform sampler2D colortex1;
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex16;
|
||||
uniform sampler2D colortex17;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
|
||||
@@ -29,18 +31,21 @@ float interleaved_gradientNoise(){
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:1,2 */
|
||||
/* RENDERTARGETS:2,1 */
|
||||
#elif defined VOXY
|
||||
/* RENDERTARGETS:2 */
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
bool depthCheck = texelFetch(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0;
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
vec2 texcoord = gl_FragCoord.xy * texelSize;
|
||||
|
||||
gl_FragData[0] = texelFetch(colortex1, ivec2(gl_FragCoord.xy),0);
|
||||
gl_FragData[1] = texelFetch(colortex1, ivec2(gl_FragCoord.xy),0);
|
||||
|
||||
if(
|
||||
texelFetch(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0
|
||||
depthCheck
|
||||
|
||||
#if defined DISTANT_HORIZONS || defined VOXY
|
||||
|| texelFetch(dhVoxyDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0
|
||||
@@ -50,14 +55,33 @@ void main() {
|
||||
// doing this for precision reasons, DH does NOT like depth => 1.0
|
||||
}else{
|
||||
|
||||
vec3 skyColor = texelFetch(colortex2, ivec2(gl_FragCoord.xy),0).rgb;
|
||||
#if MAX_COLOR_BUFFERS > 20 || defined VOXY
|
||||
vec3 skyColor = texelFetch(colortex17, ivec2(gl_FragCoord.xy),0).rgb;
|
||||
#else
|
||||
vec3 skyColor = texelFetch(colortex2, ivec2(gl_FragCoord.xy),0).rgb;
|
||||
#endif
|
||||
skyColor.rgb = max(skyColor.rgb - skyColor.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0].rgb = skyColor/50.0;
|
||||
gl_FragData[0].a = 0.0;
|
||||
gl_FragData[1].rgb = skyColor/50.0;
|
||||
gl_FragData[1].a = 0.0;
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef VOXY
|
||||
if(depthCheck) {
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY != 0 && (MAX_COLOR_BUFFERS < 20 && !defined VOXY)
|
||||
gl_FragData[0] = vec4(0.0);
|
||||
#else
|
||||
gl_FragData[0] = texelFetch(colortex2, ivec2(gl_FragCoord.xy), 0);
|
||||
#endif
|
||||
|
||||
#ifdef VOXY
|
||||
} else {
|
||||
gl_FragData[0] = texelFetch(colortex16, ivec2(gl_FragCoord.xy), 0);
|
||||
}
|
||||
|
||||
gl_FragData[1] = vec4(0,0,0,0);
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
|
||||
in vec4 color;
|
||||
|
||||
uniform int renderStage;
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
|
||||
#if MAX_COLOR_BUFFERS > 20 || defined VOXY
|
||||
/* RENDERTARGETS:17 */
|
||||
#else
|
||||
/* RENDERTARGETS:2 */
|
||||
#endif
|
||||
|
||||
bool isStars = renderStage == MC_RENDER_STAGE_STARS;
|
||||
|
||||
if(!isStars) discard;
|
||||
|
||||
vec4 COLOR = color;
|
||||
|
||||
vec3 NEWCOLOR = COLOR.rgb * 5.0 * STARS_BRIGHTNESS;
|
||||
|
||||
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
|
||||
|
||||
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
out vec4 color;
|
||||
out vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
in vec4 color;
|
||||
in vec2 texcoord;
|
||||
uniform sampler2D gtexture;
|
||||
|
||||
uniform int renderStage;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#if MAX_COLOR_BUFFERS > 20 || defined VOXY
|
||||
/* RENDERTARGETS:17 */
|
||||
#else
|
||||
/* RENDERTARGETS:2 */
|
||||
#endif
|
||||
|
||||
vec4 COLOR = texture(gtexture, texcoord.xy) * color;
|
||||
|
||||
bool isSun = renderStage == MC_RENDER_STAGE_SUN || renderStage == 4;
|
||||
bool isMoon = renderStage == MC_RENDER_STAGE_MOON || renderStage == 5;
|
||||
bool isSkyBox = (renderStage == MC_RENDER_STAGE_SKY || renderStage == MC_RENDER_STAGE_CUSTOM_SKY) || (renderStage == 1 || renderStage == 3);
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(isMoon || isSun) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(isSkyBox) { discard; return; }
|
||||
#endif
|
||||
|
||||
vec3 NEWCOLOR = COLOR.rgb;
|
||||
|
||||
if(isSun) NEWCOLOR.rgb = COLOR.rgb * 10.0;
|
||||
if(isMoon) NEWCOLOR.rgb = COLOR.rgb * 5.0;
|
||||
if(isSkyBox) NEWCOLOR.rgb = COLOR.rgb * 2.0;
|
||||
|
||||
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
|
||||
|
||||
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
out vec4 color;
|
||||
out vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
@@ -6,7 +6,7 @@
|
||||
"version": 1,
|
||||
"opaqueDrawBuffers": [1, 8, 15],
|
||||
"excludeLodsFromVanillaDepth": true,
|
||||
"translucentDrawBuffers": [2, 7, 11, 14],
|
||||
"translucentDrawBuffers": [16, 7, 11, 14],
|
||||
#ifdef TAA
|
||||
"taaOffset": "{
|
||||
const vec2[4] offsets = vec2[4](
|
||||
|
||||
@@ -350,7 +350,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
if (isWater) GLASS_TINT_COLORS.rgb = toLinear(parameters.tinting.rgb);
|
||||
#endif
|
||||
|
||||
gbuffer_data_2 = vec4(encodeVec2(vec2(0.5)), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.0);
|
||||
gbuffer_data_2 = vec4(0.0, encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 0.5);
|
||||
|
||||
gbuffer_data_3 = vec4(1, 1, encodeVec2(parameters.lightMap), 1);
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
|
||||
prefix.SHADER_VERSION_LABEL = V
|
||||
value.SHADER_VERSION_LABEL.482 = 6.1.0
|
||||
value.SHADER_VERSION_LABEL.482 = 6.1.1
|
||||
|
||||
# if you're here to translate, this is not a joke, these do what they say
|
||||
profile.POTATO=§4Potato
|
||||
@@ -1199,7 +1199,7 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
|
||||
option.LUMINANCE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first.
|
||||
option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness. This is applied after the tone curve
|
||||
|
||||
option.RESOURCEPACK_SKY.comment =§cWARNING: This setting, IF USED, will cause broken rendering for: lead ropes, fishing lines, and possibly some modded entities!§r. Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
|
||||
option.RESOURCEPACK_SKY.comment =§cWARNING: This setting, IF USED, will cause broken rendering for: selection box, lead ropes, fishing lines, and possibly some modded entities (FIXED IN 1.21.11+)! Incompatible with custom moon rotation! §r. Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
|
||||
option.SKY_GROUND = Atmosphere Ground
|
||||
|
||||
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - Bliss 编辑版
|
||||
prefix.SHADER_VERSION_LABEL = 版本
|
||||
value.SHADER_VERSION_LABEL.482 = 6.1.0
|
||||
value.SHADER_VERSION_LABEL.482 = 6.1.1
|
||||
|
||||
# 如果你是来翻译的,这不是玩笑,这些选项的功能正如其名
|
||||
profile.POTATO=§4土豆 (极低配置)
|
||||
|
||||
@@ -988,6 +988,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
|
||||
|
||||
#define RESOURCEPACK_SKY 0 // [0 1 2 3]
|
||||
|
||||
#if RESOURCEPACK_SKY >= 2
|
||||
#undef CUSTOM_MOON_ROTATION
|
||||
#endif
|
||||
|
||||
#ifdef IS_IRIS
|
||||
// #define TRANSLUCENT_ENTITIES
|
||||
#endif
|
||||
|
||||
@@ -18,7 +18,7 @@ profile.ULTRA = !QUARTER_RES_SSR TERRAIN_SHADOW_ON_CLOUDS LP
|
||||
|
||||
|
||||
clouds=off
|
||||
stars=false
|
||||
|
||||
vignette=false
|
||||
underwaterOverlay=false
|
||||
dynamicHandLight=true
|
||||
@@ -27,7 +27,6 @@ separateAo = true
|
||||
rain.depth = false
|
||||
beacon.beam.depth = true
|
||||
sky = false
|
||||
stars = false
|
||||
|
||||
iris.features.required = SSBO
|
||||
|
||||
@@ -105,6 +104,12 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
|
||||
moon=false
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
|
||||
stars=true
|
||||
#else
|
||||
stars=false
|
||||
#endif
|
||||
|
||||
particles.before.deferred=false
|
||||
particles.ordering=after
|
||||
|
||||
@@ -148,7 +153,7 @@ program.world0/composite4.enabled = TAA_UPSCALING
|
||||
program.world1/composite4.enabled = TAA_UPSCALING
|
||||
program.world-1/composite4.enabled = TAA_UPSCALING
|
||||
|
||||
#if RESOURCEPACK_SKY == 0
|
||||
#if RESOURCEPACK_SKY == 0 && !defined VOXY
|
||||
program.world0/deferred2.enabled = false
|
||||
program.world1/deferred2.enabled = false
|
||||
program.world-1/deferred2.enabled = false
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.fsh"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.vsh"
|
||||
|
||||
@@ -1,62 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
in vec4 color;
|
||||
in vec2 texcoord;
|
||||
uniform sampler2D gtexture;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
uniform int renderStage;
|
||||
uniform vec2 texelSize;
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:2 */
|
||||
|
||||
vec4 COLOR = texture(gtexture, texcoord.xy) * color;
|
||||
|
||||
bool isSun = renderStage == MC_RENDER_STAGE_SUN || renderStage == 4;
|
||||
bool isMoon = renderStage == MC_RENDER_STAGE_MOON || renderStage == 5;
|
||||
bool isSkyBox = (renderStage == MC_RENDER_STAGE_SKY || renderStage == MC_RENDER_STAGE_CUSTOM_SKY) || (renderStage == 1 || renderStage == 3);
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(isMoon || isSun) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(isSkyBox) { discard; return; }
|
||||
#endif
|
||||
|
||||
|
||||
vec3 NEWCOLOR = COLOR.rgb;
|
||||
|
||||
if(isSun) NEWCOLOR.rgb = COLOR.rgb * 10.0;
|
||||
if(isMoon) NEWCOLOR.rgb = COLOR.rgb * 5.0;
|
||||
if(isSkyBox) NEWCOLOR.rgb = COLOR.rgb * 2.0;
|
||||
|
||||
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
|
||||
|
||||
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.fsh"
|
||||
@@ -1,43 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
out vec4 color;
|
||||
out vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.vsh"
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.fsh"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.vsh"
|
||||
|
||||
@@ -1,62 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
in vec4 color;
|
||||
in vec2 texcoord;
|
||||
uniform sampler2D gtexture;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
uniform int renderStage;
|
||||
uniform vec2 texelSize;
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:2 */
|
||||
|
||||
vec4 COLOR = texture(gtexture, texcoord.xy) * color;
|
||||
|
||||
bool isSun = renderStage == MC_RENDER_STAGE_SUN || renderStage == 4;
|
||||
bool isMoon = renderStage == MC_RENDER_STAGE_MOON || renderStage == 5;
|
||||
bool isSkyBox = (renderStage == MC_RENDER_STAGE_SKY || renderStage == MC_RENDER_STAGE_CUSTOM_SKY) || (renderStage == 1 || renderStage == 3);
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(isMoon || isSun) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(isSkyBox) { discard; return; }
|
||||
#endif
|
||||
|
||||
|
||||
vec3 NEWCOLOR = COLOR.rgb;
|
||||
|
||||
if(isSun) NEWCOLOR.rgb = COLOR.rgb * 10.0;
|
||||
if(isMoon) NEWCOLOR.rgb = COLOR.rgb * 5.0;
|
||||
if(isSkyBox) NEWCOLOR.rgb = COLOR.rgb * 2.0;
|
||||
|
||||
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
|
||||
|
||||
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.fsh"
|
||||
@@ -1,43 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
out vec4 color;
|
||||
out vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.vsh"
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.fsh"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#version 430 compatibility
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#include "/dimensions/skybasic.vsh"
|
||||
|
||||
@@ -1,62 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
in vec4 color;
|
||||
in vec2 texcoord;
|
||||
uniform sampler2D gtexture;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
uniform int renderStage;
|
||||
uniform vec2 texelSize;
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
|
||||
vec2 coord = gl_FragCoord.xy ;
|
||||
// vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
|
||||
return noise ;
|
||||
}
|
||||
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
/* RENDERTARGETS:2 */
|
||||
|
||||
vec4 COLOR = texture(gtexture, texcoord.xy) * color;
|
||||
|
||||
bool isSun = renderStage == MC_RENDER_STAGE_SUN || renderStage == 4;
|
||||
bool isMoon = renderStage == MC_RENDER_STAGE_MOON || renderStage == 5;
|
||||
bool isSkyBox = (renderStage == MC_RENDER_STAGE_SKY || renderStage == MC_RENDER_STAGE_CUSTOM_SKY) || (renderStage == 1 || renderStage == 3);
|
||||
|
||||
#if RESOURCEPACK_SKY == 1
|
||||
if(isMoon || isSun) { discard; return; }
|
||||
#endif
|
||||
|
||||
#if RESOURCEPACK_SKY == 3
|
||||
if(isSkyBox) { discard; return; }
|
||||
#endif
|
||||
|
||||
|
||||
vec3 NEWCOLOR = COLOR.rgb;
|
||||
|
||||
if(isSun) NEWCOLOR.rgb = COLOR.rgb * 10.0;
|
||||
if(isMoon) NEWCOLOR.rgb = COLOR.rgb * 5.0;
|
||||
if(isSkyBox) NEWCOLOR.rgb = COLOR.rgb * 2.0;
|
||||
|
||||
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
|
||||
|
||||
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
|
||||
|
||||
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
|
||||
#else
|
||||
discard;
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.fsh"
|
||||
@@ -1,43 +1,5 @@
|
||||
#version 430 compatibility
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
#include "/lib/res_params.glsl"
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
out vec4 color;
|
||||
out vec2 texcoord;
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
#define OVERWORLD_SHADER
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
#if RESOURCEPACK_SKY != 0
|
||||
|
||||
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
color = gl_Color;
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
#include "/dimensions/skytextured.vsh"
|
||||
Reference in New Issue
Block a user