Files

519 lines
17 KiB
V Shell

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#include "/lib/items.glsl"
#include "/lib/SSBOs.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 !!
*/
#ifdef HAND
#undef POM
#endif
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#endif
out DATA {
#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined BLOCKENTITIES && !defined CUTOUT
vec4 grassSideCheck;
vec3 centerPosition;
#endif
vec4 color;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
float chunkFade;
#endif
vec4 lmtexcoord;
vec3 normalMat;
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
vec4 texcoordam; // .st for add, .pq for mul
vec2 texcoord;
#endif
#ifdef MC_NORMAL_MAP
vec4 tangent;
#endif
flat int blockID;
} data_out;
#ifdef MC_NORMAL_MAP
in vec4 at_tangent;
#endif
uniform float frameTimeCounter;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
in vec4 mc_Entity;
in vec4 mc_midTexCoord;
uniform int blockEntityId;
uniform int entityId;
uniform int heldItemId;
uniform int heldItemId2;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
in vec4 at_midBlock;
#else
in vec3 at_midBlock;
#endif
uniform int frameCounter;
uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform int hideGUI;
uniform float screenBrightness;
uniform int isEyeInWater;
uniform float rainStrength;
uniform int worldTime;
uniform vec3 previousCameraPosition;
// in vec3 at_velocity;
// out vec3 velocity;
uniform float nightVision;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform vec2 texelSize;
#if defined HAND
uniform mat4 gbufferPreviousModelView;
float detectCameraMovement(){
// simply get the difference of modelview matrices and cameraPosition across a frame.
vec3 fakePos = vec3(0.5,0.5,0.0);
vec3 hand_playerPos = mat3(gbufferModelViewInverse) * fakePos + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * hand_playerPos;
float detectMovement = 1.0 - clamp(distance(previousPosition, fakePos)/texelSize.x,0.0,1.0);
return detectMovement;
}
#endif
//#ifndef IS_LPV_ENABLED
uniform vec3 relativeEyePosition;
//#endif
#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && (defined GRASS_DETECT_FALLOFF || defined GRASS_DETECT_INV_FALLOFF || REPLACE_SHORT_GRASS > 0)
uniform usampler1D texBlockData;
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_buffer.glsl"
#include "/lib/voxel_common.glsl"
uint GetVoxelBlock(const in ivec3 voxelPos) {
if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
return BLOCK_EMPTY;
return imageLoad(imgVoxelMask, voxelPos).r;
}
#endif
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
vec2 calcWave(in vec3 pos) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude;
return ret;
}
vec3 calcMovePlants(in vec3 pos) {
vec2 move1 = calcWave(pos );
float move1y = -length(move1);
return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH;
}
vec3 calcWaveLeaves(in vec3 pos) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
vec3 ret = (sin(pi2wt*vec3(0.0063,0.0224,0.0015)*1.5 - pos))*magnitude;
return ret;
}
vec3 calcMoveLeaves(in vec3 pos, in vec3 amp1) {
vec3 move1 = calcWaveLeaves(pos) * amp1;
return move1*5.*WAVY_STRENGTH;
}
vec3 srgbToLinear2(vec3 srgb){
return mix(
srgb / 12.92,
pow(.947867 * srgb + .0521327, vec3(2.4) ),
step( .04045, srgb )
);
}
vec3 blackbody2(float Temp)
{
float t = pow(Temp, -1.5);
float lt = log(Temp);
vec3 col = vec3(0.0);
col.x = 220000.0 * t + 0.58039215686;
col.y = 0.39231372549 * lt - 2.44549019608;
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
col.z = 0.76078431372 * lt - 5.68078431373;
col = clamp(col,0.0,1.0);
col = Temp < 1000. ? col * Temp * 0.001 : col;
return srgbToLinear2(col);
}
// float luma(vec3 color) {
// return dot(color,vec3(0.21, 0.72, 0.07));
// }
#define SEASONS_VSH
#include "/lib/climate_settings.glsl"
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
uniform sampler2D noisetex;//depth
float densityAtPos(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
//The y channel has an offset to avoid using two textures fetches
vec2 xy = texture(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 viewToWorld(vec3 viewPos) {
vec4 pos;
pos.xyz = viewPos;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
uniform float caveDetection;
#endif
#if defined BLOCKENTITIES && !defined COLORWHEEL && (MC_VERSION >= 260100 || !defined SHADER_END_PORTAL)
vec4 projection_from_position(vec4 position) {
vec4 projection = position * 0.5;
projection.xy = vec2(projection.x + projection.w, projection.y + projection.w);
projection.zw = position.zw;
return projection;
}
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
#if defined ENTITIES && defined IS_IRIS
// force out of frustum
if (entityId == 1599) gl_Position.z -= 10000.0;
#endif
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
/////// ----- COLOR STUFF ----- ///////
data_out.color = gl_Color;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
data_out.chunkFade = abs(mc_chunkFade);
#endif
/////// ----- RANDOM STUFF ----- ///////
// gl_TextureMatrix[0] for animated things like charged creepers
data_out.lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texcoordminusmid = data_out.lmtexcoord.xy-midcoord;
data_out.texcoordam.pq = abs(texcoordminusmid)*2.;
data_out.texcoordam.st = min(data_out.lmtexcoord.xy,midcoord-texcoordminusmid);
data_out.texcoord.xy = sign(texcoordminusmid)*0.5+0.5;
#endif
data_out.lmtexcoord.zw = gl_MultiTexCoord1.xy / 240.0;
#ifdef MC_NORMAL_MAP
data_out.tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
#endif
data_out.normalMat = normalize(gl_NormalMatrix * gl_Normal);
#ifdef ENTITIES
data_out.blockID = int(entityId);
#elif defined BLOCKENTITIES
data_out.blockID = int(blockEntityId);
#else
data_out.blockID = int(mc_Entity.x);
#endif
vec3 worldNormals = viewToWorld(data_out.normalMat);
#if defined CUTOUT
if (data_out.blockID == BLOCK_GRASS) {
if(all(lessThan(abs(worldNormals), vec3(0.95, 0.05, 0.95)))) data_out.blockID = -BLOCK_GRASS;
}
#endif
#if defined WORLD && !defined HAND
#ifdef BLOCKENTITIES
if(blockEntityId == BLOCK_END_PORTAL || blockEntityId == BLOCK_END_GATEWAY) {
data_out.lmtexcoord.w = 0.0;
}
#endif
#if (PUDDLE_MODE > 0 || ShaderSnow > 0) && !defined CUTOUT
if(data_out.blockID == 215) data_out.lmtexcoord.w = 0.0;
#endif
#endif
#if PUDDLE_MODE > 0 || ShaderSnow > 0
if (data_out.blockID == 244 || data_out.blockID == 189) data_out.lmtexcoord.w = 0.0;
#endif
#ifdef WORLD
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && (defined GRASS_DETECT_FALLOFF || defined GRASS_DETECT_INV_FALLOFF || REPLACE_SHORT_GRASS > 0) && !defined BLOCKENTITIES
#ifndef CUTOUT
data_out.grassSideCheck = vec4(0.0);
if(length(worldpos) < min(GRASS_RANGE, 0.5*float(LpvSize)) && data_out.blockID == 85 && worldNormals.y > 0.9) {
float fractYPos = fract(worldpos.y+cameraPosition.y);
if(fractYPos > 0.9999 || fractYPos < 0.0001 || abs(fractYPos - 0.5) < 0.0001) {
data_out.centerPosition = worldpos + at_midBlock.xyz / 64.0;
vec3 LPVpos = GetLpvPosition2(data_out.centerPosition);
#if REPLACE_SHORT_GRASS > 0
uint blockTop = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y + 0.6, LPVpos.z));
#else
uint blockTop = 0;
#endif
if(blockTop == 12 || blockTop > 4000) {
data_out.grassSideCheck = vec4(2.0);
}
#if REPLACE_SHORT_GRASS < 2
else {
uint blockEast = GetVoxelBlock(ivec3(LPVpos.x + 1.0, LPVpos.y + 0.6, LPVpos.z));
uint blockWest = GetVoxelBlock(ivec3(LPVpos.x - 1.0, LPVpos.y + 0.6, LPVpos.z));
uint blockSouth = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y + 0.6, LPVpos.z + 1.0));
uint blockNorth = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y + 0.6, LPVpos.z - 1.0));
if(blockEast > 4000 || blockEast == 12 || (blockEast > 80 && blockEast < 86) || blockEast == 503 || (blockEast > 406 && blockEast < 440)) {data_out.grassSideCheck.x = 1.0;} else {
#ifdef GRASS_DETECT_FALLOFF
blockEast = GetVoxelBlock(ivec3(LPVpos.x + 1.0, LPVpos.y, LPVpos.z));
if(blockEast != 85) {data_out.grassSideCheck.x = -1.0;}
#endif
}
if(blockWest > 4000 || blockWest == 12 || (blockWest > 80 && blockWest < 86) || blockWest == 503 || (blockWest > 406 && blockWest < 440)) {data_out.grassSideCheck.y = 1.0;} else {
#ifdef GRASS_DETECT_FALLOFF
blockWest = GetVoxelBlock(ivec3(LPVpos.x - 1.0, LPVpos.y, LPVpos.z));
if(blockWest != 85) {data_out.grassSideCheck.y = -1.0;}
#endif
}
if(blockSouth > 4000 || blockSouth == 12 || (blockSouth > 80 && blockSouth < 86) || blockSouth == 503 || (blockSouth > 406 && blockSouth < 440)) {data_out.grassSideCheck.z = 1.0;} else {
#ifdef GRASS_DETECT_FALLOFF
blockSouth = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y, LPVpos.z+ 1.0));
if(blockSouth != 85) {data_out.grassSideCheck.z = -1.0;}
#endif
}
if(blockNorth > 4000 || blockNorth == 12 || (blockNorth > 80 && blockNorth < 86) || blockNorth == 503 || (blockNorth > 406 && blockNorth < 440)) {data_out.grassSideCheck.w = 1.0;} else {
#ifdef GRASS_DETECT_FALLOFF
blockNorth = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y, LPVpos.z - 1.0));
if(blockNorth != 85) {data_out.grassSideCheck.w = -1.0;}
#endif
}
#ifndef GRASS_DETECT_INV_FALLOFF
data_out.grassSideCheck = clamp(data_out.grassSideCheck, -1.0, 0.0);
#endif
}
#endif
}
}
#endif
#endif
#if defined WAVY_PLANTS && !defined ENTITIES && !defined HAND
// also use normal, so up/down facing geometry does not get detatched from its model parts.
bool InterpolateFromBase = gl_MultiTexCoord0.t < max(mc_midTexCoord.t, abs(worldNormals.y));
if(
(
// these wave off of the ground. the area connected to the ground does not wave.
(InterpolateFromBase && (mc_Entity.x == BLOCK_GRASS_TALL_LOWER || mc_Entity.x == BLOCK_GROUND_WAVING || mc_Entity.x == BLOCK_GRASS_SHORT || mc_Entity.x == BLOCK_SAPLING || mc_Entity.x == BLOCK_GROUND_WAVING_VERTICAL
#if defined CUTOUT && defined WAVING_MULTIPART_GRASS
|| data_out.blockID == -BLOCK_GRASS
#endif
))
// these wave off of the ceiling. the area connected to the ceiling does not wave.
|| (!InterpolateFromBase && (mc_Entity.x == BLOCK_VINE_OTHER))
// these wave off of the air. they wave uniformly
|| (mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_AIR_WAVING)
) && abs(position.z) < 64.0
){
// vec3 offsetPos = UnalteredWorldpos+vec3(0.0, 1.0, 0.0)+relativeEyePosition;
// float playerDist = smoothstep(0.5, 0.05, length(offsetPos.xz)) * smoothstep(1.0, 0.2, abs(offsetPos.y));
// vec2 dir2 = normalize(UnalteredWorldpos.xz+relativeEyePosition.xz);
// apply displacement for waving leaf blocks specifically, overwriting the other waving mode. these wave off of the air. they wave uniformly
if(mc_Entity.x == BLOCK_AIR_WAVING) {
worldpos += calcMoveLeaves(worldpos + cameraPosition, vec3(1.0,0.2,1.0))*data_out.lmtexcoord.w;
} else {
// apply displacement for waving plant blocks
worldpos += calcMovePlants(worldpos + cameraPosition) * max(data_out.lmtexcoord.w,0.5);
// worldpos.xz += playerDist*dir2;
}
}
#endif
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
worldpos.y += -45.0*(1.0-data_out.chunkFade)*(1.0-caveDetection)*smoothstep(25.0, far, length(worldpos));
#endif
// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
#ifdef SHADER_GRASS
#if !defined ENTITIES && !defined HAND && !defined BLOCKENTITIES && !defined CUTOUT
gl_Position = vec4(worldpos, 0.0);
#endif
#if defined PLANET_CURVATURE && (defined BLOCKENTITIES || defined CUTOUT || defined HAND || defined ENTITIES)
float curvature = length(worldpos.xz) / (16.0*8.0);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
#if defined BLOCKENTITIES || defined CUTOUT || defined HAND || defined ENTITIES
gl_Position = toClipSpace3(mat3(gbufferModelView) * vec3(worldpos) + gbufferModelView[3].xyz);
#endif
#else
#if defined PLANET_CURVATURE
float curvature = length(worldpos.xz) / (16.0*8.0);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
gl_Position = toClipSpace3(mat3(gbufferModelView) * vec3(worldpos) + gbufferModelView[3].xyz);
#endif
#endif
#if !defined SHADER_GRASS || defined ENTITIES || defined HAND || defined BLOCKENTITIES || defined CUTOUT
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
vec2 TAA_offsets = offsets[framemod8];
// #ifdef HAND
// turn off jitter when camera moves.
// this is to hide the jitter when the same happens for TAA blend factor and the jitter becomes visible during camera movement
// gl_Position.xy += (offsets[framemod8] * gl_Position.w*texelSize) * detectCameraMovement();
// #else
gl_Position.xy += TAA_offsets * gl_Position.w*texelSize;
// #endif
#endif
#endif
#if defined Seasons && defined WORLD && !defined ENTITIES && !defined BLOCKENTITIES && !defined HAND
YearCycleColor(data_out.color.rgb, gl_Color.rgb, mc_Entity.x == BLOCK_AIR_WAVING, true);
#endif
#if DOF_QUALITY == 5 && ((defined SHADER_GRASS && (defined ENTITIES || defined HAND || defined CUTOUT || defined BLOCKENTITIES)) || !defined SHADER_GRASS)
vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
jitter = rotate(radians(float(frameCounter))) * jitter;
jitter.y *= aspectRatio;
jitter.x *= DOF_ANAMORPHIC_RATIO;
#if MANUAL_FOCUS == -2
float focusMul = 0;
#elif MANUAL_FOCUS == -1
float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
#else
float focusMul = gl_Position.z - MANUAL_FOCUS;
#endif
vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2;
gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0);
#endif
#if defined SHADER_GRASS && REPLACE_SHORT_GRASS > 0 && defined CUTOUT
#if GRASS_DENSITY == 3
const float maxShortGrassRange = 28.0;
#elif GRASS_DENSITY == 2
const float maxShortGrassRange = 24.0;
#elif GRASS_DENSITY == 1
const float maxShortGrassRange = 20.0;
#else
const float maxShortGrassRange = 16.0;
#endif
if(length(worldpos) < maxShortGrassRange && data_out.blockID == 12) {
vec3 centerPosition = worldpos + at_midBlock.xyz / 64.0;
vec3 LPVpos = GetLpvPosition2(centerPosition);
uint blockBelow = GetVoxelBlock(ivec3(LPVpos.x, LPVpos.y - 0.6, LPVpos.z));
if(blockBelow == 85) gl_Position.z -= 10000.0;
}
#endif
#if defined BLOCKENTITIES && !defined COLORWHEEL && (MC_VERSION >= 260100 || !defined SHADER_END_PORTAL)
if(data_out.blockID == BLOCK_END_PORTAL || data_out.blockID == BLOCK_END_GATEWAY)data_out.lmtexcoord = projection_from_position(gl_Position);
#endif
}