mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
180 lines
4.9 KiB
V Shell
180 lines
4.9 KiB
V Shell
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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out DATA {
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vec4 lmtexcoord;
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vec4 color;
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#if defined DAMAGE_BLOCK_EFFECT && defined POM
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vec4 tangent;
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vec3 normalMat;
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vec4 texcoordam; // .st for add, .pq for mul
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vec2 texcoord;
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#endif
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#ifdef OVERWORLD_SHADER
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flat vec3 WsunVec;
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#endif
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};
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uniform sampler2D colortex4;
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#ifdef OVERWORLD_SHADER
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#include "/lib/scene_controller.glsl"
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#endif
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform vec2 texelSize;
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uniform int framemod8;
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform ivec2 eyeBrightnessSmooth;
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uniform int heldItemId;
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uniform int heldItemId2;
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#include "/lib/TAA_jitter.glsl"
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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#if defined DAMAGE_BLOCK_EFFECT && defined POM
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in vec4 mc_midTexCoord;
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in vec4 at_tangent;
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#endif
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#ifdef LINES
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uniform int currentSelectedBlockId;
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uniform int renderStage;
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uniform vec3 currentSelectedBlockPos;
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#include "/lib/blocks.glsl"
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const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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vec2 calcWave(in vec3 pos) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude;
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return ret;
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}
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vec3 calcMovePlants(in vec3 pos) {
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vec2 move1 = calcWave(pos );
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float move1y = -length(move1);
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return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH;
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}
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vec3 calcWaveLeaves(in vec3 pos) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec3 ret = (sin(pi2wt*vec3(0.0063,0.0224,0.0015)*1.5 - pos))*magnitude;
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return ret;
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}
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vec3 calcMoveLeaves(in vec3 pos, in vec3 amp1) {
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vec3 move1 = calcWaveLeaves(pos) * amp1;
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return move1*5.*WAVY_STRENGTH;
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}
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#endif
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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color = gl_Color;
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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lmtexcoord.zw = lmcoord;
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#if defined DAMAGE_BLOCK_EFFECT && defined POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
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texcoordam.pq = abs(texcoordminusmid)*2;
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texcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
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texcoord.xy = sign(texcoordminusmid)*0.5+0.5;
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tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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normalMat = normalize(gl_NormalMatrix * gl_Normal);
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#endif
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#if defined WEATHER || defined LINES
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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#ifdef WEATHER
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bool istopv = worldpos.y > 5.0 && lmtexcoord.w > 0.99;
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if(!istopv){
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worldpos += vec3(2.0,0.0,2.0) * min(max(clamp(eyeBrightnessSmooth.y/240.0,0,1)-0.95,0)/0.05,1);
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}
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#endif
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#ifdef LINES
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#ifdef PLANET_CURVATURE
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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#endif
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#if defined WAVY_PLANTS
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bool selectionBox = renderStage == MC_RENDER_STAGE_OUTLINE;
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if(currentSelectedBlockId == BLOCK_AIR_WAVING && abs(position.z) < 64.0 && selectionBox){
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// apply displacement for waving leaf blocks specifically, overwriting the other waving mode. these wave off of the air. they wave uniformly
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worldpos += calcMoveLeaves(worldpos + cameraPosition, vec3(1.0,0.2,1.0))*clamp(eyeBrightnessSmooth.y/240.0,0,1);
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}
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#endif
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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#ifdef OVERWORLD_SHADER
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#ifdef SMOOTH_SUN_ROTATION
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WsunVec = WsunVecSmooth;
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#else
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WsunVec = float(sunElevation > 1e-5)*2.0 - 1.0 * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifndef WEATHER
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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#endif
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}
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