#if defined IS_LPV_ENABLED || defined PHOTONICS && defined PHOTONICS && !defined PH_ENABLE_HANDHELD_LIGHT #extension GL_ARB_shader_image_load_store: enable #extension GL_ARB_shading_language_packing: enable #endif #if defined DAMAGE_BLOCK_EFFECT && defined POM #extension GL_ARB_shader_texture_lod : enable #endif #if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 && defined OVERWORLD_SHADER && defined COLORWHEEL #extension GL_NV_gpu_shader5 : enable #extension GL_ARB_shader_image_load_store : enable #endif #include "/lib/settings.glsl" #include "/lib/SSBOs.glsl" // #if defined END_SHADER || defined NETHER_SHADER // #undef IS_LPV_ENABLED // #endif #include "/lib/res_params.glsl" in DATA { vec4 lmtexcoord; vec4 color; #if defined DAMAGE_BLOCK_EFFECT && defined POM vec4 tangent; vec3 normalMat; vec4 texcoordam; // .st for add, .pq for mul vec2 texcoord; #endif #ifdef OVERWORLD_SHADER flat vec3 WsunVec; #endif }; #ifdef OVERWORLD_SHADER const bool shadowHardwareFiltering = true; uniform sampler2DShadow shadowtex0HW; #ifdef TRANSLUCENT_COLORED_SHADOWS uniform sampler2D shadowcolor0; uniform sampler2DShadow shadowtex1HW; #endif #endif uniform int renderStage; uniform int isEyeInWater; uniform vec3 sunPosition; uniform sampler2D gtexture; uniform sampler2D noisetex; uniform sampler2D colortex4; #if defined IS_LPV_ENABLED || defined PHOTONICS && defined PHOTONICS && !defined PH_ENABLE_HANDHELD_LIGHT uniform usampler1D texBlockData; uniform sampler3D texLpv1; uniform sampler3D texLpv2; #endif // uniform mat4 gbufferProjectionInverse; // uniform mat4 gbufferModelViewInverse; // uniform mat4 gbufferModelView; // uniform mat4 shadowModelView; // uniform mat4 shadowProjection; // uniform vec3 cameraPosition; uniform float frameTimeCounter; #include "/lib/Shadow_Params.glsl" uniform vec2 texelSize; uniform ivec2 eyeBrightnessSmooth; uniform float rainStrength; uniform float nightVision; uniform float waterEnteredAltitude; uniform mat4 gbufferPreviousModelView; uniform vec3 previousCameraPosition; uniform vec3 relativeEyePosition; #include "/lib/util.glsl" #include "/lib/projections.glsl" #ifdef OVERWORLD_SHADER #include "/lib/scene_controller.glsl" #if defined CUSTOM_MOON_ROTATION && LIGHTNING_SHADOWS > 0 uniform vec4 lightningBoltPosition; uniform float sunElevation; #endif #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #endif uniform int frameCounter; uniform int heldItemId; uniform int heldItemId2; // #if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0 #include "/lib/hsv.glsl" // #endif #if defined IS_LPV_ENABLED || defined PHOTONICS && defined PHOTONICS && !defined PH_ENABLE_HANDHELD_LIGHT #include "/lib/lpv_blocks.glsl" #include "/lib/lpv_common.glsl" #include "/lib/lpv_render.glsl" #endif #undef FLASHLIGHT_BOUNCED_INDIRECT #if defined VIVECRAFT uniform bool vivecraftIsVR; uniform vec3 vivecraftRelativeMainHandPos; uniform vec3 vivecraftRelativeOffHandPos; uniform mat4 vivecraftRelativeMainHandRot; uniform mat4 vivecraftRelativeOffHandRot; #endif #include "/lib/diffuse_lighting.glsl" #include "/lib/sky_gradient.glsl" vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } // #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) // vec3 toScreenSpace(vec3 p) { // vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); // vec3 p3 = p * 2. - 1.; // vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; // return fragposition.xyz / fragposition.w; // } uniform int framemod8; #include "/lib/TAA_jitter.glsl" #ifdef TAA float blueNoise() { return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter); } #else float blueNoise() { return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887); } #endif //Mie phase function float phaseg(float x, float g){ float gg = g * g; return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14; } //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } // #undef BASIC_SHADOW_FILTER #if defined OVERWORLD_SHADER float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade){ // if(maxDistFade <= 0.0) return 1.0; // setup shadow projection #ifdef CUSTOM_MOON_ROTATION vec3 projectedShadowPosition = mat3(customShadowMatrixSSBO) * playerPos + customShadowMatrixSSBO[3].xyz; #else vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz; #endif projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; // un-distort #ifdef DISTORT_SHADOWMAP float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; #else float distortFactor = 1.0; #endif //vec4 shadowPos = customShadowPerspectiveSSBO * (customShadowMatrixSSBO * vec4(playerPos, 1.0)); //projectedShadowPosition = shadowPos.xyz / shadowPos.w; // hamburger projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); float shadowmap = 0.0; vec3 translucentTint = vec3(0.0); #ifdef TRANSLUCENT_COLORED_SHADOWS // determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth float shadowDepthDiff = pow(clamp((texture(shadowtex1HW, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0); // get opaque shadow data to get opaque data from translucent shadows. float opaqueShadow = texture(shadowtex0HW, projectedShadowPosition).x; shadowmap += max(opaqueShadow, shadowDepthDiff); // get translucent shadow data vec4 translucentShadow = texture(shadowcolor0, projectedShadowPosition.xy); // this curve simply looked the nicest. it has no other meaning. float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2); // normalize the color to remove luminance, and keep the hue. remove all opaque color. // mulitply shadow alpha to shadow color, but only on surfaces facing the lightsource. this is a tradeoff to protect subsurface scattering's colored shadow tint from shadow bias on the back of the caster. translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha; // make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0 translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff); #else shadowmap += texture(shadowtex0HW, projectedShadowPosition).x; #endif #ifdef TRANSLUCENT_COLORED_SHADOWS // tint the lightsource color with the translucent shadow color directLightColor *= mix(vec3(1.0), translucentTint.rgb, maxDistFade); #endif return shadowmap; // return mix(1.0, shadowmap, maxDistFade); } #endif uniform sampler2D normals; uniform sampler2D specular; #if defined DAMAGE_BLOCK_EFFECT && defined POM mat3 inverseMatrix(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } const float MAX_OCCLUSION_DISTANCE = MAX_DIST; const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9; const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS; vec2 dcdx = dFdx(texcoord.st*texcoordam.pq); vec2 dcdy = dFdy(texcoord.st*texcoordam.pq); #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) const float mincoord = 1.0/4096.0; const float maxcoord = 1.0-mincoord; vec4 readNormal(in vec2 coord) { return textureGrad(normals,fract(coord)*texcoordam.pq+texcoordam.st,dcdx,dcdy); } vec4 readTexture(in vec2 coord) { return textureGrad(gtexture,fract(coord)*texcoordam.pq+texcoordam.st,dcdx,dcdy); } vec4 texture_POMSwitch(sampler2D sampler, vec2 lightmapCoord, vec4 dcdxdcdy){ return textureGrad(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw); } #endif uniform float near; // uniform float far; float ld(float dist) { return (2.0 * near) / (far + near - dist * (far - near)); } float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } #if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0 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 ) ; } #endif vec2 encodeNormal(vec3 n){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return encn; } vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec3 applyBump(mat3 tbnMatrix, vec3 bump){ float bumpmult = NORMAL_MAP_MULT; bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); return normalize(bump*tbnMatrix); } uniform float alphaTestRef; uniform vec3 playerLookVector; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// #ifdef DAMAGE_BLOCK_EFFECT /* RENDERTARGETS:11 */ #elif defined PARTICLES_SOLID /* RENDERTARGETS:1,8 */ layout(location = 0) out vec4 OutAlbedo; layout(location = 1) out vec4 OutSpecular; #else /* RENDERTARGETS:2,9,11,7 */ #endif void main() { #ifdef DAMAGE_BLOCK_EFFECT vec2 adjustedTexCoord = lmtexcoord.xy; #ifdef POM vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)); // vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition; vec3 normal = normalMat; vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, tangent.y, tangent2.y, normal.y, tangent.z, tangent2.z, normal.z); adjustedTexCoord = fract(texcoord.st)*texcoordam.pq+texcoordam.st; vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(fragpos); float maxdist = MAX_OCCLUSION_DISTANCE; if (dist < maxdist) { float depthmap = readNormal(texcoord.st).a; float used_POM_DEPTH = 1.0; if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) { #ifdef Adaptive_Step_length vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0); used_POM_DEPTH = 1.0; #else vec3 interval = viewVector.xyz/-viewVector.z/ MAX_OCCLUSION_POINTS*POM_DEPTH; #endif vec3 coord = vec3(texcoord.st, 1.0); coord += interval * used_POM_DEPTH; float sumVec = 0.5; for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) { coord = coord + interval * used_POM_DEPTH; sumVec += used_POM_DEPTH; } if (coord.t < mincoord) { if (readTexture(vec2(coord.s,mincoord)).a == 0.0) { coord.t = mincoord; discard; } } adjustedTexCoord = mix(fract(coord.st)*texcoordam.pq+texcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE)); } } vec4 Albedo = texture_POMSwitch(gtexture, adjustedTexCoord.xy, vec4(dcdx,dcdy)); #else vec4 Albedo = texture(gtexture, adjustedTexCoord.xy); #endif #ifdef COLORWHEEL float ao; vec4 overlayColor; vec2 lmcoord = lmtexcoord.zw; clrwl_computeFragment(Albedo, Albedo, lmcoord, ao, overlayColor); Albedo.rgb = mix(Albedo.rgb, overlayColor.rgb, overlayColor.a); #endif if(Albedo.a < 0.01 ) { discard; return; } Albedo.rgb = toLinear(Albedo.rgb); // if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0 || Albedo.a < 0.01 ) { discard; return; } gl_FragData[0] = vec4(encodeVec2(vec2(0.5)), encodeVec2(Albedo.rg), encodeVec2(vec2(Albedo.b,0.02)), 1.0); #endif #if !defined DAMAGE_BLOCK_EFFECT && !defined PARTICLES_SOLID gl_FragData[2] = vec4(0.0); #ifdef LINES #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 #endif vec2 tempOffset = offsets[framemod8]; vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos; // vec3 feetPlayerPos_normalized = normalize(feetPlayerPos); vec4 TEXTURE = texture(gtexture, lmtexcoord.xy)*color; #ifdef WhiteWorld TEXTURE.rgb = vec3(0.5); #endif vec3 Albedo = toLinear(TEXTURE.rgb); ///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING vec2 lightmap = clamp(lmtexcoord.zw,0.0,1.0); #ifndef OVERWORLD_SHADER lightmap.y = 1.0; #endif #if defined Hand_Held_lights && !defined LPV_ENABLED #ifdef IS_IRIS vec3 playerCamPos = relativeEyePosition; #else vec3 playerCamPos = vec3(0.0); #endif // lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); if(heldItemId > 999 || heldItemId2 > 999){ float pointLight = clamp(1.0-(length(feetPlayerPos-playerCamPos)-1.0)/HANDHELD_LIGHT_RANGE,0.0,1.0); lightmap.x = mix(lightmap.x, 0.9, pointLight*pointLight); } #endif #ifdef WEATHER // remove very close rain TEXTURE.a *= smoothstep(0.15, 1.5, length(feetPlayerPos)); #if RAIN_MODE == 1 if(TEXTURE.a > 0.01) { #ifdef IS_LPV_ENABLED vec3 lpvPos = GetLpvPosition(feetPlayerPos); #else const vec3 lpvPos = vec3(0.0); #endif vec3 Indirect_lighting = doBlockLightLighting(vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos); #ifdef FLASHLIGHT vec4 flashLightSpecularData = vec4(0.0); Indirect_lighting += 0.3*calculateFlashlight(gl_FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), -normalize(feetPlayerPos), flashLightSpecularData, false); #endif TEXTURE.rgb *= Indirect_lighting + averageSkyCol_CloudsSSBO / 360.0; } #endif // not linearizing since it kinda looks better like that gl_FragData[1] = vec4(TEXTURE); // for bloomy rain and stuff #endif #ifndef WEATHER float viewDist = length(feetPlayerPos + gbufferModelViewInverse[3].xyz); vec3 worldPos = feetPlayerPos + cameraPosition; #ifndef LINES gl_FragData[0].a = TEXTURE.a; #else gl_FragData[0].a = color.a; #endif #ifndef BLOOMY_PARTICLES gl_FragData[1] = vec4(0.0); // for bloomy rain and stuff #endif gl_FragData[3] = vec4(0.0,0.0,0.0,0.4); vec3 Direct_lighting = vec3(0.0); vec3 directLightColor = vec3(0.0); vec3 Indirect_lighting = vec3(0.0); vec3 AmbientLightColor = vec3(0.0); vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B); vec3 MinimumLightColor = vec3(1.0); if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS; #ifdef OVERWORLD_SHADER directLightColor = lightSourceColorSSBO/2400.0; AmbientLightColor = averageSkyCol_CloudsSSBO / 900.0; #ifdef USE_CUSTOM_DIFFUSE_LIGHTING_COLORS directLightColor = luma(directLightColor) * vec3(DIRECTLIGHT_DIFFUSE_R,DIRECTLIGHT_DIFFUSE_G,DIRECTLIGHT_DIFFUSE_B); AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B); #endif float Shadows = 1.0; vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz; float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(shadowPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0)); float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(shadowPlayerPos) / (shadowDistance+11),0.0)*5.0,1.0)); float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0); Shadows = ComputeShadowMap(directLightColor, shadowPlayerPos, shadowMapFalloff); Shadows *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff2); Shadows *= GetCloudShadow(worldPos, WsunVec); if(isEyeInWater == 1){ float distanceFromWaterSurface = max(-(worldPos.y - waterEnteredAltitude),0.0) ; directLightColor *= exp(-vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B) * distanceFromWaterSurface); } Direct_lighting = directLightColor * Shadows; // #ifndef LINES // Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5; // #endif #ifdef IS_IRIS AmbientLightColor *= 2.5; #else AmbientLightColor *= 0.5; #endif Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y); #endif #ifdef NETHER_SHADER Indirect_lighting = volumetricsFromTex(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 1200.0; #endif #ifdef END_SHADER Indirect_lighting = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B) * 0.1; #endif ///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING #ifdef IS_LPV_ENABLED vec3 lpvPos = GetLpvPosition(feetPlayerPos); #else const vec3 lpvPos = vec3(0.0); #endif Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos); #ifdef LINES gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb); #if RAINBOW_SELECT_BOX > 0 #if RAINBOW_SELECT_BOX == 1 float selectBoxHue = length(sin(mod(1.4*worldPos, 3.14159))); #else float selectBoxHue = length(sin(mod(1.4*worldPos+0.7*frameTimeCounter, 3.14159))); #endif vec3 selectBoxColor = HsvToRgb(vec3(selectBoxHue, 1.0, 1.0)); if(selectionBox) gl_FragData[0] = vec4(toLinear(selectBoxColor), 1.0); #else if(selectionBox) gl_FragData[0] = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0); #endif // float LITEMATICA_SCHEMATIC_THING_MASK = 0.0; // if (renderStage == MC_RENDER_STAGE_NONE){ // LITEMATICA_SCHEMATIC_THING_MASK = 0.1; // gl_FragData[0] = vec4(toLinear(color.rgb), color.a); // } // gl_FragData[2] = vec4(encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(0.0, LITEMATICA_SCHEMATIC_THING_MASK)); // if (length(viewPos-normalize(sunPosition)*viewDist) < 0.03*viewDist && selectionBox) discard; // dirty fix for sun shining through selection box #else gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; #endif #if defined PARTICLES && !defined LIT if(TEXTURE.a > 0.0 && renderStage == MC_RENDER_STAGE_WORLD_BORDER) { float BN = blueNoise(); // distance fade targeting the world border... float distanceFade = clamp(2.5 - length(feetPlayerPos) / (0.1*min(far, 225.0)),0.0,1.0); if(distanceFade < BN) discard; } #endif gl_FragData[0].rgb *= 0.1; #if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0 float ditherFade = smoothstep(0.98*far, 1.0*far, viewDist); if (step(ditherFade, R2_dither()) == 0.0) discard; #endif #endif #endif #ifdef PARTICLES_SOLID vec4 Albedo = texture(gtexture, lmtexcoord.xy) * color; if(Albedo.a < alphaTestRef){discard; return;} vec3 tangent = normalize(mat3(gbufferModelViewInverse) * vec3(1.0, 0.0, 0.0)); vec3 binormal = normalize(mat3(gbufferModelViewInverse) * vec3(0.0, 1.0, 0.0)); vec3 normal = normalize(mat3(gbufferModelViewInverse) * vec3(0.0, 0.0, 1.0)); mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); vec4 NormalTex = texture(normals, lmtexcoord.xy); #if defined MATERIAL_AO && defined MC_TEXTURE_FORMAT_LAB_PBR Albedo.rgb *= NormalTex.b*0.5+0.5; #endif NormalTex.xy = NormalTex.xy * 2.0-1.0; NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0)); normal = applyBump(tbnMatrix, NormalTex.xyz); vec2 lightmap = clamp(lmtexcoord.zw,0.0,0.97); vec4 data1 = vec4(encodeNormal(normal), lightmap); Albedo = clamp(vec4(Albedo.rgb,0.85),0.0,1.0); data1 = clamp(data1,0.0,1.0); OutAlbedo = vec4( encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w) ); #if EMISSIVE_TYPE >= 2 || SSS_TYPE >= 2 vec4 specularData = texture(specular, lmtexcoord.xy); #else vec4 specularData = vec4(0.0); #endif vec4 otherData = clamp(vec4(normal*0.5+0.5, 1.0),0.0,1.0); OutSpecular = vec4( encodeVec2(specularData.x, otherData.x), encodeVec2(specularData.y, otherData.y), encodeVec2(specularData.z, otherData.z), encodeVec2(specularData.w, otherData.w) ); #endif }