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Eclipse-Shader/shaders/dimensions/all_particles.vsh
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#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/items.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 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
};
uniform sampler2D colortex4;
#ifdef OVERWORLD_SHADER
#include "/lib/scene_controller.glsl"
#endif
uniform vec3 sunPosition;
uniform float sunElevation;
uniform vec2 texelSize;
uniform int framemod8;
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform ivec2 eyeBrightnessSmooth;
uniform int heldItemId;
uniform int heldItemId2;
#include "/lib/TAA_jitter.glsl"
#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);
}
#if defined DAMAGE_BLOCK_EFFECT && defined POM
in vec4 mc_midTexCoord;
in vec4 at_tangent;
#endif
#ifdef LINES
uniform int currentSelectedBlockId;
uniform int renderStage;
uniform vec3 currentSelectedBlockPos;
#include "/lib/blocks.glsl"
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
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;
}
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
color = gl_Color;
lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
lmtexcoord.zw = lmcoord;
#if defined DAMAGE_BLOCK_EFFECT && defined POM
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
texcoordam.pq = abs(texcoordminusmid)*2;
texcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
texcoord.xy = sign(texcoordminusmid)*0.5+0.5;
tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
normalMat = normalize(gl_NormalMatrix * gl_Normal);
#endif
#if defined WEATHER || defined LINES
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
#ifdef WEATHER
bool istopv = worldpos.y > 5.0 && lmtexcoord.w > 0.99;
if(!istopv){
worldpos += vec3(2.0,0.0,2.0) * min(max(clamp(eyeBrightnessSmooth.y/240.0,0,1)-0.95,0)/0.05,1);
}
#endif
#ifdef LINES
#ifdef PLANET_CURVATURE
float curvature = length(worldpos) / (16*8);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
#if defined WAVY_PLANTS
bool selectionBox = renderStage == MC_RENDER_STAGE_OUTLINE;
if(currentSelectedBlockId == BLOCK_AIR_WAVING && abs(position.z) < 64.0 && selectionBox){
// apply displacement for waving leaf blocks specifically, overwriting the other waving mode. these wave off of the air. they wave uniformly
worldpos += calcMoveLeaves(worldpos + cameraPosition, vec3(1.0,0.2,1.0))*clamp(eyeBrightnessSmooth.y/240.0,0,1);
}
#endif
#endif
position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
#ifdef OVERWORLD_SHADER
#ifdef SMOOTH_SUN_ROTATION
WsunVec = WsunVecSmooth;
#else
WsunVec = float(sunElevation > 1e-5)*2.0 - 1.0 * normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifndef WEATHER
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
#endif
}