#include "/lib/settings.glsl" flat varying vec3 zMults; flat varying vec2 TAA_Offset; flat varying vec3 WsunVec; flat varying vec3 WmoonVec; #ifdef OVERWORLD_SHADER flat varying vec3 skyGroundColor; #endif uniform sampler2D noisetex; uniform sampler2D depthtex0; uniform sampler2D depthtex1; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; #define dhVoxyDepthTex dhDepthTex #define dhVoxyDepthTex1 dhDepthTex1 #endif #ifdef VOXY uniform sampler2D vxDepthTexOpaque; uniform sampler2D vxDepthTexTrans; #define dhVoxyDepthTex vxDepthTexTrans #define dhVoxyDepthTex1 vxDepthTexOpaque #endif uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; uniform sampler2D colortex4; uniform sampler2D colortex5; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex8; uniform sampler2D colortex9; uniform sampler2D colortex10; uniform sampler2D colortex11; uniform sampler2D colortex12; uniform sampler2D colortex13; uniform sampler2D colortex14; uniform sampler2D colortex15; uniform vec2 texelSize; uniform float viewHeight; uniform float viewWidth; uniform float nightVision; uniform float fogEnd; uniform vec3 fogColor; uniform vec3 sunVec; uniform float frameTimeCounter; uniform int frameCounter; uniform float far; uniform float near; uniform float farPlane; uniform float dhVoxyNearPlane; uniform float dhVoxyFarPlane; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferProjection; uniform mat4 gbufferPreviousProjection; uniform vec3 cameraPosition; uniform vec3 previousCameraPosition; uniform int hideGUI; uniform int dhVoxyRenderDistance; uniform int isEyeInWater; uniform ivec2 eyeBrightnessSmooth; uniform ivec2 eyeBrightness; uniform float rainStrength; uniform float blindness; uniform float darknessFactor; uniform float darknessLightFactor; uniform float caveDetection; uniform float sunElevation; #if defined CUMULONIMBUS_LIGHTNING && defined OVERWORLD_SHADER && CUMULONIMBUS > 0 uniform vec4 lightningBoltPosition; #include "/lib/scene_controller.glsl" uniform sampler2D lightningTex1; uniform sampler2D lightningTex2; uniform sampler2D lightningTex3; uniform sampler2D lightningTex4; uniform sampler2D lightningTex5; uniform sampler2D lightningTex6; uniform sampler2D lightningTex7; uniform sampler2D lightningTex8; uniform sampler2D lightningTex9; uniform sampler2D lightningTex10; uniform sampler2D lightningTex11; uniform sampler2D lightningTex12; uniform sampler2D lightningTex13; uniform sampler2D lightningTex14; uniform sampler2D lightningTex15; uniform sampler2D lightningTex16; #define LIGHTNINGONLY #include "/lib/volumetricClouds.glsl" #else uniform int worldDay; #endif #include "/lib/waterBump.glsl" #include "/lib/res_params.glsl" #ifdef OVERWORLD_SHADER #include "/lib/climate_settings.glsl" #endif #include "/lib/sky_gradient.glsl" #if RAINBOW > 0 && defined OVERWORLD_SHADER uniform float rainbowAmount; #include "/lib/hsv.glsl" #endif uniform float eyeAltitude; #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) float ld(float depth) { return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } float convertHandDepth(float depth) { float ndcDepth = depth * 2.0 - 1.0; ndcDepth /= MC_HAND_DEPTH; return ndcDepth * 0.5 + 0.5; } float linearize(float dist) { #ifdef VOXY float _far = far * 3000.0; #else float _far = far; #endif return (2.0 * near) / (_far + near - dist * (_far - near)); } float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 playerPos = p * 2. - 1.; vec4 fragposition = iProjDiag * playerPos.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } #include "/lib/DistantHorizons_projections.glsl" float interleaved_gradientNoise_temporal(){ #ifdef TAA return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter); #else return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887); #endif } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } float R2_dither(){ vec2 coord = gl_FragCoord.xy ; #ifdef TAA coord += (frameCounter%40000) * 2.0; #endif vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } float blueNoise(){ #ifdef TAA return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); #else return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887); #endif } vec4 blueNoise(vec2 coord){ return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ; } vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } float DH_ld(float dist) { return (2.0 * dhVoxyNearPlane) / (dhVoxyFarPlane + dhVoxyNearPlane - dist * (dhVoxyFarPlane - dhVoxyNearPlane)); } float DH_inv_ld (float lindepth){ return -((2.0*dhVoxyNearPlane/lindepth)-dhVoxyFarPlane-dhVoxyNearPlane)/(dhVoxyFarPlane-dhVoxyNearPlane); } float linearizeDepthFast(const in float depth, const in float near, const in float far) { return (near * far) / (depth * (near - far) + far); } vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; return fract( a * constant1 ) * constant2 ; } vec3 decode (vec2 encn){ vec3 n = vec3(0.0); encn = encn * 2.0 - 1.0; n.xy = abs(encn); n.z = 1.0 - n.x - n.y; n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn; return clamp(normalize(n.xyz),-1.0,1.0); } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec2 clampUV(in vec2 uv, vec2 texcoord){ // return uv; // get the gradient when a refracted axis and non refracted axis go above 1.0 or below 0.0 // use this gradient to lerp between refracted and non refracted uv // the goal of this is to stretch the uv back to normal when the refracted image exposes off screen uv // emphasis on *stretch*, as i want the transition to remain looking like refraction, not a sharp cut. float vignette = max(uv.x * texcoord.x, 0.0); vignette = max(uv.y * texcoord.y, vignette); vignette = max((uv.x-1.0) * (texcoord.x-1.0), vignette); vignette = max((uv.y-1.0) * (texcoord.y-1.0), vignette); vignette *= vignette*vignette*vignette*vignette; return clamp(mix(uv, texcoord, vignette),0.0,0.9999999); } vec3 doRefractionEffect( inout vec2 passTexcoord, vec2 normal, float linearDistance, bool isReflectiveEntity, bool underwater){ // correct normal directions to match texcoord directions (right facing X, up facing Y) normal.y = -normal.y; vec2 texcoord = passTexcoord; vec3 color = vec3(0.0); float refractAmount = float(FAKE_REFRACTION_AMOUNT)/4.0; float dispersionAmount = float(FAKE_DISPERSION_AMOUNT)/4.0; float smudgeAmount = float(REFRACTION_SMUDGE_AMOUNT)/4.0; refractAmount *= 0.5 / (1.0 + pow(linearDistance,0.8) * (underwater ? 0.1 : 1.0)); if(isReflectiveEntity) refractAmount *= 0.5; dispersionAmount *= 0.035; smudgeAmount *= 0.035; vec2 dispersion = (clamp(normal, -0.2, 0.2) / 0.2); #if REFRACTION_SMUDGE_AMOUNT > 0 vec2 smudge = smudgeAmount * dispersion * (blueNoise()-0.5); #else vec2 smudge = vec2(0.0, 0.0); #endif dispersion *= dispersionAmount; #if FAKE_DISPERSION_AMOUNT > 0 // do not offset texcoord if alpha is 1.0 refractAmount *= min( decodeVec2(texelFetch2D(colortex11, ivec2(clampUV(texcoord - ((normal + dispersion) + smudge)*refractAmount, texcoord)/texelSize),0).b).g, decodeVec2(texelFetch2D(colortex11, ivec2(clampUV(texcoord - ((normal - dispersion) + smudge)*refractAmount, texcoord)/texelSize),0).b).g ) > 0.0 ? 1.0 : 0.0; // create offsets vec2 offsetTexcoord = clampUV(texcoord - (normal + smudge)*refractAmount, texcoord); passTexcoord = offsetTexcoord; // sample color with offsetted texcoord. in this case, the red and blue channels have offsets in opposite directions for a dispersion effect. color.g = texture2D(colortex3, offsetTexcoord).g; offsetTexcoord = clampUV(texcoord - ((normal + dispersion) + smudge)*refractAmount, texcoord); color.r = texture2D(colortex3, offsetTexcoord).r; offsetTexcoord = clampUV(texcoord - ((normal - dispersion) + smudge)*refractAmount, texcoord); color.b = texture2D(colortex3, offsetTexcoord).b; #else // do not offset texcoord if alpha is 1.0 refractAmount *= decodeVec2(texelFetch2D(colortex11, ivec2(clampUV(texcoord - (normal + smudge)*refractAmount, texcoord)/texelSize),0).b).g > 0.0 ? 1.0 : 0.0; // create offsets vec2 offsetTexcoord = clampUV(texcoord - (normal + smudge)*refractAmount, texcoord); passTexcoord = offsetTexcoord; // sample color with distorted texcoords color.rgb = texture2D(colortex3, offsetTexcoord).rgb; #endif return color; } vec3 toClipSpace3Prev(vec3 viewSpacePosition) { return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; } vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) { #if defined DISTANT_HORIZONS || defined VOXY mat4 projectionMatrix = depthCheck ? dhVoxyProjectionPrev : gbufferPreviousProjection; return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; #else return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5; #endif } vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler2D depth, bool hand){ vec4 colorSum = vec4(0.0); float edgeSum = 0.0; #if defined DISTANT_HORIZONS || defined VOXY float threshold = 0.05; #else float threshold = 0.005; #endif #ifdef HQ_CLOUD_UPSAMPLE const int samples = 9; #else const int samples = 5; #endif vec2 coord = gl_FragCoord.xy - 1.5; vec2 UV = coord; const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION); ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE; ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION); ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1); ivec2 OFFSET[9] = ivec2[]( ivec2(-1,-1), ivec2( 1, 1), ivec2(-1, 1), ivec2( 1,-1), ivec2( 0, 0), ivec2( 0, 1), ivec2( 0,-1), ivec2( 1, 0), ivec2(-1, 0) ); for(int i = 0; i < samples; i++) { #if defined DISTANT_HORIZONS || defined VOXY float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0).z/65000.0); #else float offsetDepth = linearize(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r); #endif float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 0.0; outerEdgeResults = max(outerEdgeResults, abs(referenceDepth - offsetDepth)); vec4 offsetColor = texelFetch2D(colortex0, UV_COLOR + OFFSET[i] + UV_NOISE, 0).rgba; colorSum += offsetColor*edgeDiff; edgeSum += edgeDiff; } if (edgeSum == 0.0) return vec4(0.0); outerEdgeResults = outerEdgeResults > (hand ? 0.005 : referenceDepth*0.05 + 0.1) ? 1.0 : 0.0; return colorSum / edgeSum; } vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth, bool hand){ vec2 offsetTexcoord = gl_FragCoord.xy*texelSize; vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION; // get previous frames position stuff for UV vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz; previousPosition = toClipSpace3Prev(previousPosition); vec2 velocity = previousPosition.xy - offsetTexcoord; previousPosition.xy = offsetTexcoord + velocity; vec4 currentFrame = texture2D(colortex0, VLtexCoord); // to fill pixel gaps in geometry edges, do a bilateral upsample. // pass a mask to only show upsampled color around the edges of blocks. this is so it doesnt blur reprojected results. float outerEdgeResults = 0.0; vec4 upsampledCurrentFrame = bilateralUpsample(outerEdgeResults, referenceDepth, depth, hand); // vec4 upsampledCurrentFrame = BilateralUpscale(colortex0, depth, gl_FragCoord.xy - 1.5, referenceDepth); // return vec4(outerEdgeResults,0,0,1); // return upsampledCurrentFrame; if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame; vec4 col1 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, texelSize.y)); vec4 col2 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, -texelSize.y)); vec4 col3 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, -texelSize.y)); vec4 col4 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, texelSize.y)); vec4 col5 = texture2D(colortex0, VLtexCoord + vec2( 0.0, texelSize.y)); vec4 col6 = texture2D(colortex0, VLtexCoord + vec2( 0.0, -texelSize.y)); vec4 col7 = texture2D(colortex0, VLtexCoord + vec2(-texelSize.x, 0.0)); vec4 col8 = texture2D(colortex0, VLtexCoord + vec2( texelSize.x, 0.0)); vec4 colMax = max(currentFrame,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8)))))))); vec4 colMin = min(currentFrame,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8)))))))); vec4 frameHistory = texture2D(colortex10, previousPosition.xy*RENDER_SCALE); vec4 clampedFrameHistory = clamp(frameHistory, colMin, colMax); float blendingFactor = 0.1; // variance if(abs(clampedFrameHistory.a - frameHistory.a) > 0.1) blendingFactor = 1.0; vec4 reprojectFrame = mix(clampedFrameHistory, currentFrame, blendingFactor); // return clamp(reprojectFrame,0.0,65000.0); return clamp(mix(reprojectFrame, upsampledCurrentFrame, outerEdgeResults),0.0,65000.0); } uniform float waterEnteredAltitude; #define CAVE_FOG_DARKEN_SKY void blendAllFogTypes( inout vec3 color, inout float bloomyFogMult, vec4 volumetrics, float linearDistance, vec3 playerPos, vec3 cameraPosition, bool isSky, bool isLightning){ // blend cave fog #if defined OVERWORLD_SHADER && defined CAVE_FOG if (isEyeInWater == 0 && eyeAltitude < 1500){ vec3 cavefogCol = vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B) * 0.3; cavefogCol *= 1.0-pow(1.0-pow(1.0 - max(1.0 - linearDistance/far,0),2),CaveFogFallOff); cavefogCol *= exp(-7.0*clamp(playerPos.y*0.5+0.5,0,1)) * 0.999 + 0.001; float skyhole = pow(clamp(1.0-pow(max(playerPos.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2); #if (CAVE_DETECTION == 0.0) || (CAVE_DETECTION == 1.0) #if (CAVE_DETECTION == 1.0) float caveFactor = 1-smoothstep(60.0, 63.0, cameraPosition.y); #else float caveFactor = 1.0; #endif #else float caveFactor = 0.0; #endif color.rgb = mix(color.rgb + cavefogCol * caveDetection, cavefogCol, isSky ? skyhole * caveDetection * caveFactor: 0.0); } #endif /// water absorption; it is completed when volumetrics are blended. if(isEyeInWater == 1){ vec3 totEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B); vec3 scatterCoef = Dirt_Amount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14; float distanceFromWaterSurface = playerPos.y + 1.0 + (cameraPosition.y - waterEnteredAltitude)/waterEnteredAltitude; distanceFromWaterSurface = clamp(distanceFromWaterSurface,0,1); vec3 transmittance = exp(-totEpsilon * linearDistance); color.rgb *= transmittance; vec3 transmittance2 = exp(-totEpsilon * 50.0); float fogfade = 1.0 - max((1.0 - linearDistance / min(far, 16.0*7.0) ),0); color.rgb += (transmittance2 * scatterCoef) * fogfade; bloomyFogMult *= dot(transmittance,vec3(0.3333))*0.5; } /// blend volumetrics if(!isLightning) color = color * volumetrics.a; color += volumetrics.rgb; // make bloomy fog only work outside of the overworld (unless underwater) #if !defined OVERWORLD_SHADER bloomyFogMult *= volumetrics.a; #endif // blend vanilla fogs (blindness, darkness, lava, powdered snow) if(isEyeInWater > 1 || blindness > 0 || darknessFactor > 0){ float enviornmentFogDensity = 1.0 - clamp(linearDistance/fogEnd,0,1); enviornmentFogDensity = 1.0 - enviornmentFogDensity*enviornmentFogDensity; enviornmentFogDensity *= enviornmentFogDensity; enviornmentFogDensity = mix(enviornmentFogDensity, 1.0, min(darknessLightFactor*2.0,1)); color = mix(color, toLinear(fogColor), enviornmentFogDensity); } } void blendForwardRendering( inout vec3 color, vec4 translucentShader ){ // REMEMBER that forward rendered color is written as color.rgb/10.0, invert it. if(translucentShader.a > 0) { color = color * (1.0 - translucentShader.a) + translucentShader.rgb * 10.0; } } float getBorderFogDensity(float linearDistance, vec3 playerPos, bool sky){ if(sky) return 0.0; #if defined DISTANT_HORIZONS || defined VOXY float borderFogDensity = smoothstep(1.0, 0.0, min(max(1.0 - linearDistance / dhVoxyRenderDistance,0.0)*3.0,1.0) ); #else float borderFogDensity = smoothstep(1.0, 0.0, min(max(1.0 - linearDistance / far,0.0)*3.0,1.0) ); #endif borderFogDensity *= exp(-10.0 * pow(clamp(playerPos.y,0.0,1.0)*4.0,2.0)); borderFogDensity *= (1.0-caveDetection); borderFogDensity *= BorderFogIntensity; return borderFogDensity; } #if AURORA_LOCATION > 0 uniform float auroraAmount; #include "/lib/aurora.glsl" #endif void main() { /* RENDERTARGETS:7,3,10 */ ////// --------------- SETUP STUFF --------------- ////// vec2 texcoord = gl_FragCoord.xy*texelSize; float depth = texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy),0).x; bool hand = depth < 0.56; float z = depth; float frDepth = linearize(z); float swappedDepth = z; #if defined DISTANT_HORIZONS || defined VOXY float DH_depth0 = texelFetch2D(dhVoxyDepthTex, ivec2(gl_FragCoord.xy),0).x; #ifdef VOXY float DH_depth1 = texelFetch2D(dhVoxyDepthTex1, ivec2(gl_FragCoord.xy),0).x; DH_depth0 = min(DH_depth0, DH_depth1); #endif float depthOpaque = z; float depthOpaqueL = linearizeDepthFast(depthOpaque, near, farPlane); float dhDepthOpaque = DH_depth0; float dhDepthOpaqueL = linearizeDepthFast(dhDepthOpaque, dhVoxyNearPlane, dhVoxyFarPlane); if (depthOpaque >= 1.0 || (dhDepthOpaqueL < depthOpaqueL && dhDepthOpaque > 0.0)){ depthOpaque = dhDepthOpaque; depthOpaqueL = dhDepthOpaqueL; } swappedDepth = depthOpaque; #else float DH_depth0 = 0.0; #endif bool isSky = swappedDepth >= 1.0; vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth0); vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; float linearDistance = length(playerPos); float linearDistance_cylinder = length(playerPos.xz); vec3 playerPos_normalized = normalize(playerPos); #if !defined DISTANT_HORIZONS && !defined VOXY float z2 = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy),0).x; vec3 viewPos_alt = toScreenSpace(vec3(texcoord/RENDER_SCALE, z2)); vec3 playerPos_alt = mat3(gbufferModelViewInverse) * viewPos_alt + gbufferModelViewInverse[3].xyz; float linearDistance_cylinder_alt = length(playerPos_alt.xz); #endif // float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2.) ,0.0,1.0); // float lightleakfixfast = clamp(eyeBrightness.y/240.,0.0,1.0); ////// --------------- UNPACK OPAQUE GBUFFERS --------------- ////// // float opaqueMasks = decodeVec2(texture2D(colortex1,texcoord).a).y; // bool isOpaque_entity = abs(opaqueMasks-0.45) < 0.01; ////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- ////// vec4 data = texelFetch2D(colortex11,ivec2(texcoord/texelSize),0).rgba; vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ; vec4 unpack1 = vec4(decodeVec2(data.b),decodeVec2(data.a)) ; vec4 albedo = vec4(unpack0.ba,unpack1.rg); vec2 tangentNormals = unpack0.xy*2.0-1.0; bool nameTagMask = abs(unpack1.a - 0.1) < 0.01; float nametagbackground = nameTagMask ? 0.25 : 1.0; if(albedo.a < 0.01) tangentNormals = vec2(0.0); ////// --------------- UNPACK MISC --------------- ////// // 1.0 = water mask // 0.9 = entity mask // 0.8 = reflective entities // 0.7 = reflective blocks float translucentMasks = texture2D(colortex7, texcoord).a; bool isWater = translucentMasks > 0.99; bool isReflectiveEntity = abs(translucentMasks - 0.8) < 0.01; bool isReflective = abs(translucentMasks - 0.7) < 0.01 || isWater || isReflectiveEntity; bool isEntity = abs(translucentMasks - 0.9) < 0.01 || isReflectiveEntity; ////// --------------- get volumetrics #if defined DISTANT_HORIZONS || defined VOXY float DH_mixedLinearZ = sqrt(texelFetch2D(colortex12,ivec2(gl_FragCoord.xy),0).z/65000.0); vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos, DH_mixedLinearZ, colortex12, hand); #else vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos, frDepth, depthtex0, hand); #endif gl_FragData[2] = temporallyFilteredVL; float bloomyFogMult = 1.0; ////// --------------- MAIN COLOR BUFFER ////// --------------- distort texcoords as a refraction effect vec2 refractedCoord = texcoord; #if FAKE_REFRACTION_AMOUNT > 0 vec3 color = doRefractionEffect(refractedCoord, tangentNormals.xy, linearDistance, isReflectiveEntity, isWater && isEyeInWater == 1); #else vec3 color = texture2D(colortex3, texcoord).rgb; #endif ////// --------------- lightning effect bool isLightning = false; #if defined OVERWORLD_SHADER && defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 && defined VOLUMETRIC_CLOUDS vec2 cloudDepth = imageLoad(cloudDepthTex, ivec2(gl_FragCoord.xy*VL_RENDER_RESOLUTION*RENDER_SCALE)).rg; vec3 lightningpos = vec3(getLightningPosition(600, 4680)); //lightningpos = vec3(0,0,1); float lightningDist = length(lightningpos); if ((lightningDist < cloudDepth.r || cloudDepth.r == 0.0) && (thunderStrength > 0.0 || rainStrength == 0.0)) { vec2 tc = (gl_FragCoord.xy - 0.5)*texelSize; float depth = z; float z0 = depth < 0.56 ? convertHandDepth(depth) : depth; #if defined DISTANT_HORIZONS || defined VOXY float DH_z0 = DH_depth0; #else float DH_z0 = 1.0; #endif float uvScalar = 3.0 * CUSTOM_LIGHTNING_SCALE; vec3 normLightningpos = normalize(lightningpos); vec3 worldDir = normalize(mat3(gbufferModelViewInverse) * toScreenSpace(vec3(texcoord /RENDER_SCALE,1.0))); vec3 tangent = normalize(cross(normLightningpos, vec3(0.0, 1.0, 0.0))); vec3 binormal = cross(normLightningpos, tangent); vec3 dirDiff = worldDir - normLightningpos; float u = -1.0; float v = -1.0; vec4 lightningTex = vec4(0.0); if (dot(worldDir, normLightningpos) > 0.0) { u = dot(dirDiff, tangent) + 0.5/uvScalar; v = 0.55*dot(dirDiff, binormal) + 0.1/uvScalar; vec2 uv = vec2(u, v) * uvScalar; float randomTex = 16.0*rand(lightningTimer*72.82723486); #if CUSTOM_LIGHTNING_TEX > 0 randomTex = CUSTOM_LIGHTNING_TEX - 1.0; #endif // TODO: There has to be a better way to do this............. if (randomTex < 1.0) { lightningTex = texture2D(lightningTex1, uv); } else if (randomTex < 2.0) { lightningTex = texture2D(lightningTex2, uv); } else if (randomTex < 3.0) { u = 1.3*dot(dirDiff, tangent) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex3, uv); } else if (randomTex < 4.0) { lightningTex = texture2D(lightningTex4, uv); } else if (randomTex < 5.0) { lightningTex = texture2D(lightningTex5, uv); } else if (randomTex < 6.0) { u = 1.25*dot(dirDiff, tangent) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex6, uv); } else if (randomTex < 7.0) { lightningTex = texture2D(lightningTex7, uv); } else if (randomTex < 8.0) { lightningTex = texture2D(lightningTex8, uv); } else if (randomTex < 9.0) { u = 1.4*dot(dirDiff, tangent) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex9, uv); } else if (randomTex < 10.0) { lightningTex = texture2D(lightningTex10, uv); } else if (randomTex < 11.0) { u = 0.5*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex11, uv); } else if (randomTex < 12.0) { u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex12, uv); } else if (randomTex < 13.0) { u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex13, uv); } else if (randomTex < 14.0) { u = 0.5*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex14, uv); } else if (randomTex < 15.0) { u = 0.45*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex15, uv); } else { u = 0.4*dot(dirDiff, tangent)+0.5/uvScalar; v = 0.7*dot(dirDiff, binormal) + 0.5/uvScalar; uv = vec2(u, v) * uvScalar; lightningTex = texture2D(lightningTex16, uv); } lightningTex.rgb *= vec3(CUSTOM_LIGHTNING_R, CUSTOM_LIGHTNING_G, CUSTOM_LIGHTNING_B) * CUMULONIMBUS_LIGHTNING_BRIGHTNESS * 0.01; if(cloudDepth.g > 0.0) lightningTex.rgb *= smoothstep(7000.0, 1500.0, lightningDist - cloudDepth.g); if(lightningTex.rgb != vec3(0.0)) { #if defined CUSTOM_LIGHTNING_POS && CUSTOM_LIGHTNING_TEX > 0 lightningTex.a *= pow(lightningTex.a, 2.0); lightningTex.rgb *= 75; #else lightningTex.a *= pow(lightningTex.a, lightningStart); // fade alpha in for cool expansion effect lightningTex.rgb += 120 * lightningMid * lightningTex.rgb; // bright flash in the middle lightningTex.rgb *= 75 * lightningFade; // fade out #endif } if (length(lightningTex.rgb) == 0.0) lightningTex.a = 0.0; } bool isSky = z0 == 1.0 && DH_z0 == 1.0; bool oneTexOnly = u > 0 && v > 0 && u*uvScalar < 1 && v*uvScalar < 1; if (lightningTex.a > 0.01 && oneTexOnly && isSky) { color = lightningTex.rgb * lightningFlash; isLightning = true; } } #endif ////// --------------- START BLENDING FOGS AND FORWARD RENDERED COLOR vec4 TranslucentShader = texture2D(colortex2, texcoord); // blend border fog. be sure to blend before and after forward rendered color blends. #if defined BorderFog && defined OVERWORLD_SHADER vec4 borderFog = vec4(skyGroundColor, getBorderFogDensity(linearDistance_cylinder, playerPos_normalized, swappedDepth >= 1.0)); #if !defined SKY_GROUND borderFog.rgb = skyFromTex(playerPos_normalized, colortex4)/1200.0 * Sky_Brightness; #endif borderFog *= BorderFogIntensity; #if !defined DISTANT_HORIZONS && !defined VOXY if(!isWater) color = mix(color, borderFog.rgb, getBorderFogDensity(linearDistance_cylinder_alt, normalize(playerPos_alt), z2 >= 1.0 || TranslucentShader.a <= 0)); #endif #else vec4 borderFog = vec4(0.0); #endif // apply block breaking effect. if(albedo.a > 0.01 && !isWater && TranslucentShader.a <= 0.0 && !isEntity) color = mix(color*6.0, color, luma(albedo.rgb)) * albedo.rgb; // apply multiplicative color blend for glass n stuff #ifdef Glass_Tint if(!isWater) color *= mix(normalize(albedo.rgb+1e-7), vec3(1.0), max(borderFog.a, min(max(0.1-albedo.a,0.0) * 10.0,1.0))) ; #endif // blend forward rendered programs onto the color. blendForwardRendering(color, TranslucentShader); #if defined BorderFog && defined OVERWORLD_SHADER color = mix(color, borderFog.rgb, getBorderFogDensity(linearDistance_cylinder, playerPos_normalized, swappedDepth >= 1.0)); #endif // tweaks to VL for nametag rendering #if defined IS_IRIS temporallyFilteredVL.a = min(temporallyFilteredVL.a + (1.0-nametagbackground),1.0); temporallyFilteredVL.rgb *= nametagbackground; #endif // bloomy rain effect #ifdef OVERWORLD_SHADER float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); if(hand) rainDrops *= (1.0-TranslucentShader.a); if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0); #endif // blend all fog types. volumetric fog, volumetric clouds, distance based fogs for lava, powdered snow, blindness, and darkness. blendAllFogTypes(color, bloomyFogMult, temporallyFilteredVL, linearDistance, playerPos_normalized, cameraPosition, isSky, isLightning); ////// --------------- RAINBOW #if RAINBOW > 0 && defined OVERWORLD_SHADER #if RAINBOW > 1 float rainbowAmount = 1.0; #endif float cosAngle = dot(-WsunVec, playerPos_normalized); if (isEyeInWater == 0 && rainbowAmount > 0.0 && cosAngle < 0.7431448 && cosAngle > 0.7071068) { #if defined DISTANT_HORIZONS || defined VOXY float clippingDistance = dhVoxyFarPlane; #else float clippingDistance = 4.0 * far; #endif #if RAINBOW_DISTANCE > 0.99999*clippingDistance if (linearDistance > 0.99999*clippingDistance) linearDistance = 1.1 * RAINBOW_DISTANCE; // allow rainbow distances greater than clipping distance #endif float angleFromSun = degrees(acos(cosAngle)); float rainbowHue = 1.0 - smoothstep(41.4, 44.0, angleFromSun); // remove the red at the bottom vec3 rainbowColor = HsvToRgb(vec3(rainbowHue, 1.0, RAINBOW_BRIGHTNESS)) * smoothstep(42.0, 43.0, angleFromSun) * smoothstep(44.0, 43.0, angleFromSun); rainbowColor *= smoothstep(RAINBOW_DISTANCE*0.9, RAINBOW_DISTANCE*1.1, linearDistance) * smoothstep(0.025, 0.1, sunElevation); #if RAINBOW < 2 rainbowColor *= rainbowAmount * (1.0 - rainStrength); #endif #ifndef RAINBOW_ONLY_BELOW_CLOUDS rainbowColor *= smoothstep(CloudLayer0_height+CloudLayer0_tallness, CloudLayer0_height, playerPos_normalized.y*RAINBOW_DISTANCE+cameraPosition.y); #else rainbowColor = mix(rainbowColor*temporallyFilteredVL.a, rainbowColor, smoothstep(CloudLayer0_height+CloudLayer0_tallness, CloudLayer0_height, playerPos_normalized.y*RAINBOW_DISTANCE+cameraPosition.y)); #endif color += rainbowColor * (1.0 - caveDetection); } #endif ////// --------------- AURORA #if AURORA_LOCATION > 0 && defined OVERWORLD_SHADER if (WsunVec.y < 0.0 && temporallyFilteredVL.a > 0.001 && isSky #if AURORA_LOCATION < 2 && auroraAmount > 0.001 #endif #ifdef AURORA_MOON && WmoonVec.y < 0.1 #endif #if AURORA_CHANCE < 100 && hash_aurora(float(worldDay)) <= 0.01 * float(AURORA_CHANCE) #endif ) { vec3 aurora = 0.0875*aurora(playerPos_normalized, 21, blueNoise(), WmoonVec.y, WsunVec.y); color += aurora * temporallyFilteredVL.a; } #endif ////// --------------- FINALIZE #ifdef display_LUT float zoomLevel = 1.0; vec3 thingy = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy/zoomLevel),0).rgb /1200.0; if(luma(thingy) > 0.0){ color.rgb = thingy; bloomyFogMult = 1.0; } #if defined OVERWORLD_SHADER if( hideGUI == 1) color.rgb = skyCloudsFromTex(playerPos_normalized, colortex4).rgb/1200.0; #else if( hideGUI == 1) color.rgb = volumetricsFromTex(playerPos_normalized, colortex4, 0.0).rgb/1200.0; #endif #endif gl_FragData[0].r = bloomyFogMult; // pass fog alpha so bloom can do bloomy fog gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0); // gl_FragData[1].rgb = vec3(tangentNormals.xy,0.0) * 0.1 ; // gl_FragData[1].rgb = vec3(1.0) * ld( (data.a > 0.0 ? data.a : texture2D(depthtex0, texcoord).x ) ) ; // gl_FragData[1].rgb = gl_FragData[1].rgb * (1.0-TranslucentShader.a) + TranslucentShader.rgb*10.0; // gl_FragData[1].rgb = 1-(texcoord.x > 0.5 ? vec3(TranslucentShader.a) : vec3(data.a)); }