Files
Eclipse-Shader/shaders/dimensions/all_translucent.fsh
T

1061 lines
33 KiB
GLSL

#ifdef IS_LPV_ENABLED
#extension GL_ARB_shader_image_load_store: enable
#extension GL_ARB_shading_language_packing: 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"
#undef FLASHLIGHT_BOUNCED_INDIRECT
// #if defined END_SHADER || defined NETHER_SHADER
// #undef IS_LPV_ENABLED
// #endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
uniform vec4 entityColor;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
varying float chunkFade;
#endif
#if defined OVERWORLD_SHADER || (defined END_ISLAND_LIGHT && defined END_SHADER)
const bool shadowHardwareFiltering = true;
uniform sampler2DShadow shadow;
#ifdef TRANSLUCENT_COLORED_SHADOWS
uniform sampler2D shadowcolor0;
uniform sampler2DShadow shadowtex0;
uniform sampler2DShadow shadowtex1;
#endif
uniform float lightSign;
flat varying vec3 WsunVec;
#endif
#if defined ENTITIES && defined IS_IRIS
flat varying int NAMETAG;
#endif
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex1;
#define dhVoxyDepthTex1 dhDepthTex1
#endif
#ifdef VOXY
uniform sampler2D vxDepthTexOpaque;
#define dhVoxyDepthTex1 vxDepthTexOpaque
#endif
uniform sampler2D colortex7;
uniform sampler2D colortex12;
uniform sampler2D colortex13;
uniform sampler2D colortex14;
uniform sampler2D colortex5;
uniform sampler2D colortex3;
uniform sampler2D colortex4;
uniform sampler2D colortex6;
uniform sampler2D gtexture;
uniform sampler2D specular;
uniform sampler2D normals;
#ifdef IS_LPV_ENABLED
uniform usampler1D texBlockData;
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
varying vec4 tangent;
varying vec4 normalMat;
varying vec3 binormal;
varying vec3 flatnormal;
#ifdef LARGE_WAVE_DISPLACEMENT
varying vec3 largeWaveDisplacementNormal;
#endif
varying float LIGHTNING_BOLT;
uniform vec3 sunVec;
uniform float near;
// uniform float far;
uniform float sunElevation;
uniform int isEyeInWater;
uniform float rainStrength;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform ivec2 eyeBrightnessSmooth;
uniform float nightVision;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform vec2 texelSize;
uniform int framemod8;
uniform float viewWidth;
uniform float viewHeight;
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
uniform float moonIntensity;
uniform float sunIntensity;
uniform vec3 sunColor;
uniform vec3 nsunColor;
uniform int heldItemId;
uniform int heldItemId2;
uniform float waterEnteredAltitude;
#if WATER_INTERACTION == 1
uniform vec3 waterEnteredPosition;
uniform float waterEnteredTime;
uniform vec3 waterEnteredVelocity;
uniform vec3 waterExitedPosition;
uniform float waterExitedTime;
uniform vec3 waterExitedVelocity;
#endif
#if WATER_INTERACTION == 2
#ifdef PIXELATED_WAVES
layout (rgba16f) uniform image2D waveSim2;
#else
uniform sampler2D waveSim2Sampler;
#endif
#endif
uniform float dhVoxyNearPlane;
uniform float dhVoxyFarPlane;
#include "/lib/util.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/projections.glsl"
#include "/lib/DistantHorizons_projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/waterBump.glsl"
#ifdef OVERWORLD_SHADER
flat varying float Flashing;
#include "/lib/lightning_stuff.glsl"
#include "/lib/scene_controller.glsl"
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
#endif
#ifdef END_SHADER
#include "/lib/end_fog.glsl"
#endif
#ifdef IS_LPV_ENABLED
#include "/lib/hsv.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_render.glsl"
#endif
#define FORWARD_SPECULAR
#define FORWARD_SSR_QUALITY 30 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 200 300 400 500]
#define FORWARD_BACKGROUND_REFLECTION
// #define FORWARD_ROUGH_REFLECTION
#ifdef FORWARD_SPECULAR
#endif
#if FORWARD_SSR_QUALITY > -1
#endif
#ifdef FORWARD_BACKGROUND_REFLECTION
#endif
#ifdef FORWARD_ROUGH_REFLECTION
#endif
uniform vec3 relativeEyePosition;
#include "/lib/blocks.glsl"
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_buffer.glsl"
#include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl"
#if defined PHYSICSMOD_OCEAN_SHADER
#include "/lib/oceans.glsl"
#endif
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
}
#include "/lib/TAA_jitter.glsl"
varying vec3 viewVector;
vec3 getParallaxDisplacement(vec3 waterPos, vec3 playerPos) {
float largeWaves = texture2D(noisetex, waterPos.xy / 600.0 ).b;
float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5);
float waterHeight = getWaterHeightmap(waterPos.xy, largeWaves, largeWavesCurved);
// waterHeight = exp(-20.0*sqrt(waterHeight));
waterHeight = exp(-7.0*exp(-7.0*waterHeight)) * 0.25;
vec3 parallaxPos = waterPos;
parallaxPos.xy += (viewVector.xy / -viewVector.z) * waterHeight;
return parallaxPos;
}
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float mult, vec3 rippleBump){
float bumpmult = mult;
bump = bump * bumpmult + vec3(0.0f, 0.0f, 1.0f - bumpmult);
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
bump += 4.0 * rippleBump;
#endif
return normalize(bump*tbnMatrix);
}
vec2 CleanSample(
int samples, float totalSamples, float noise
){
// this will be used to make 1 full rotation of the spiral. the mulitplication is so it does nearly a single rotation, instead of going past where it started
float variance = noise * 0.897;
// for every sample input, it will have variance applied to it.
float variedSamples = float(samples) + variance;
// for every sample, the sample position must change its distance from the origin.
// otherwise, you will just have a circle.
float spiralShape = sqrt(variedSamples / (totalSamples + variance));
float shape = 2.26; // this is very important. 2.26 is very specific
float theta = variedSamples * (PI * shape);
float x = cos(theta) * spiralShape;
float y = sin(theta) * spiralShape;
return vec2(x, y);
}
vec3 viewToWorld(vec3 viewPos) {
vec4 pos;
pos.xyz = viewPos;
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;
}
vec4 encode (vec3 n, vec2 lightmaps){
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 vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//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));
}
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
#ifdef RIPPLE_WATER
#include "/lib/ripples.glsl"
uniform float rippleAmount;
#endif
// #undef BASIC_SHADOW_FILTER
#if defined OVERWORLD_SHADER || (defined END_SHADER && defined END_ISLAND_LIGHT)
#include "/lib/Shadows.glsl"
float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise, in vec3 geoNormals){
// if(maxDistFade <= 0.0) return 1.0;
// setup shadow projection
#ifdef OVERWORLD_SHADER
#ifdef CUSTOM_MOON_ROTATION
vec3 projectedShadowPosition = mat3(customShadowMatrixSSBO) * playerPos + customShadowMatrixSSBO[3].xyz;
#else
vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
#endif
applyShadowBias(projectedShadowPosition, playerPos, geoNormals, 0.0);
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
projectedShadowPosition.z += shadowProjection[3].z * 0.0012;
#else
float distortFactor = 1.0;
#endif
#if defined END_ISLAND_LIGHT && defined END_SHADER
vec4 shadowPos = customShadowMatrixSSBO * vec4(playerPos, 1.0);
applyShadowBias(shadowPos.xyz, playerPos, geoNormals, 0.0);
shadowPos = customShadowPerspectiveSSBO * shadowPos;
vec3 projectedShadowPosition = shadowPos.xyz / shadowPos.w;
#endif
// 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 BASIC_SHADOW_FILTER
int samples = int(SHADOW_FILTER_SAMPLE_COUNT * 0.5);
#ifdef END_SHADER
float rdMul = (4.0*distortFactor*d0*k/shadowMapResolution) * 13.0;
#else
float rdMul = (4.0*distortFactor*d0*k/shadowMapResolution) * 0.6;
#endif
for(int i = 0; i < samples; i++){
vec2 offsetS = CleanSample(i, samples - 1, noise) * rdMul;
projectedShadowPosition.xy += offsetS;
#else
int samples = 1;
#endif
#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((shadow2D(shadowtex1, 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 = shadow2D(shadowtex0, projectedShadowPosition).x;
shadowmap += max(opaqueShadow, shadowDepthDiff);
// get translucent shadow data
vec4 translucentShadow = texture2D(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 += shadow2D(shadow, projectedShadowPosition).x;
#endif
#ifdef BASIC_SHADOW_FILTER
}
#endif
#ifdef TRANSLUCENT_COLORED_SHADOWS
// tint the lightsource color with the translucent shadow color
directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
#endif
float shadowResult = shadowmap / samples;
#ifdef END_SHADER
float r = length(projectedShadowPosition.xy - vec2(0.5));
if (r < 0.5 && abs(projectedShadowPosition.z) < 1.0) {
shadowResult *= smoothstep(0.5, 0.25, r);
} else {
shadowResult = 0.0;
}
#endif
return shadowResult;
// return mix(1.0, shadowmap / samples, maxDistFade);
}
#endif
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
void Emission(
inout vec3 Lighting,
vec3 Albedo,
float Emission
){
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve));
}
float bias(){
// bias mipmapping as window resolution and / or render scale changes.
#ifdef TAA_UPSCALING
return (1.0 - texelSize.x * 2560.0) + (0.0 - (1.0-RENDER_SCALE.x) * 2.0);
#else
return 1.0 - texelSize.x * 2560.0;
#endif
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* RENDERTARGETS:2,7,11,14 */
void main() {
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
vec3 FragCoord = gl_FragCoord.xyz;
float mipmapBias = bias();
float BN = blueNoise();
#ifdef TAA
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
#else
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0));
#endif
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
vec3 worldPos = feetPlayerPos + cameraPosition;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// MATERIAL MASKS ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
float MATERIALS = normalMat.w;
// 1.0 = water mask
// 0.9 = entity mask
// 0.8 = reflective entities
// 0.7 = reflective blocks
// 0.6 = nether portal
// 0.4 = translucent particles
// 0.3 = hand mask
#ifdef HAND
MATERIALS = 0.3;
#endif
// bool isHand = abs(MATERIALS - 0.1) < 0.01;
bool isWater = MATERIALS > 0.99;
bool isReflectiveEntity = abs(MATERIALS - 0.8) < 0.01;
bool isReflective = abs(MATERIALS - 0.7) < 0.01 || isWater || isReflectiveEntity;
bool isEntity = abs(MATERIALS - 0.9) < 0.01 || isReflectiveEntity;
bool isNetherPortal = abs(MATERIALS - 0.6) < 0.01;
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// ALBEDO /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec2 lightmap = lmtexcoord.zw;
#ifndef COLORWHEEL
gl_FragData[0] = texture2D(gtexture, lmtexcoord.xy, mipmapBias) * color;
#else
vec4 _color = texture2D(gtexture, lmtexcoord.xy, mipmapBias);
float ao;
vec4 overlayColor;
clrwl_computeFragment(_color, _color, lightmap, ao, overlayColor);
lightmap = clamp((lightmap - 1.0 / 32.0) * 32.0 / 30.0, 0.0, 1.0);
gl_FragData[0] = _color;
#endif
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
gl_FragData[0].a *= sqrt(chunkFade);
#ifdef TAA
if(sqrt(chunkFade) < BN && isWater) discard;
#else
if(sqrt(chunkFade) < R2_dither() && isWater) discard;
#endif
#endif
float UnchangedAlpha = gl_FragData[0].a;
#ifdef WhiteWorld
gl_FragData[0].rgb = vec3(1.0);
gl_FragData[0].a = 1.0/255.0;
#endif
vec3 Albedo = toLinear(gl_FragData[0].rgb);
vec3 shadowPlayerPos = feetPlayerPos + gbufferModelViewInverse[3].xyz;
#if (defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0) || defined RIPPLE_WATER
float viewDist = length(shadowPlayerPos);
#endif
#ifndef WhiteWorld
#ifdef Vanilla_like_water
if (isWater) Albedo *= sqrt(luma(Albedo));
#else
if (isWater){
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
}
#endif
#endif
#if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0 && !defined LIGHTNING
float ditherFade = smoothstep(0.98 * far, 1.03 * far, viewDist);
if (step(ditherFade, R2_dither()) == 0.0) discard;
#endif
#ifdef LIGHTNING
if (LIGHTNING_BOLT > 0.0){
Albedo = 2.5 * vec3(1.0,2.2,6.5);
} else {
Albedo *= color.a;
gl_FragData[0].a = color.a;
}
#endif
#if defined ENTITIES && !defined COLORWHEEL
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, pow(entityColor.a, 0.8));
#endif
#ifdef COLORWHEEL
Albedo.rgb = mix(Albedo.rgb, overlayColor.rgb, overlayColor.a);
#endif
vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
#ifdef BIOME_TINT_WATER
if (isWater) GLASS_TINT_COLORS.rgb = toLinear(color.rgb);
#endif
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// NORMALS ///////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec3 normal = normalMat.xyz; // in viewSpace
vec3 geoNormals = viewToWorld(normal).xyz; // for refractions
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
#if defined DISTANT_HORIZONS
float PHYSICS_OCEAN_TRANSITION = 1.0-pow(1.0-pow(1.0-clamp(1.0-length(feetPlayerPos.xz)/max(far,0.0),0,1),5),5);
#else
float PHYSICS_OCEAN_TRANSITION = 0.0;
#endif
if (isWater){
if (!gl_FrontFacing) {
wave.normal = -wave.normal;
}
normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION);
Albedo = mix(Albedo, vec3(1.0), wave.foam);
gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam);
}
#endif
vec3 worldSpaceNormal = viewToWorld(normal).xyz;
#if defined LARGE_WAVE_DISPLACEMENT && !defined PHYSICS_OCEAN
if (isWater){
normal = largeWaveDisplacementNormal;
}
#endif
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);
vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, mipmapBias).xy,0.0);
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
vec3 rippleBump = vec3(0.0);
#if !defined HAND && !defined Vanilla_like_water
if (isWater){
vec3 playerPos = shadowPlayerPos;
vec3 waterPos = playerPos;
vec3 flowDir = normalize(worldSpaceNormal*10.0) * frameTimeCounter * 2.0 * WATER_WAVE_SPEED;
vec2 newPos = worldPos.xy + abs(flowDir.xz);
newPos = mix(newPos, worldPos.zy + abs(flowDir.zx), clamp(abs(worldSpaceNormal.x),0.0,1.0));
newPos = mix(newPos, worldPos.xz, clamp(abs(worldSpaceNormal.y),0.0,1.0));
waterPos.xy = newPos;
waterPos.xyz = getParallaxDisplacement(waterPos, playerPos);
vec3 bump = getWaveNormal(waterPos, playerPos);
#ifdef RIPPLE_WATER
if(viewDist < 35 && rainStrength > 0.0 && rippleAmount > 0.01 && abs(worldSpaceNormal.z) < 0.95 && abs(worldSpaceNormal.x) < 0.95) {
float effectStrength = smoothstep(0.85, 1.0, lightmap.y) * smoothstep(0.0, 1.0, rippleAmount);
rippleBump = ripples(worldPos.xz);
bump += 0.6 * RIPPLE_STRENGTH * rippleBump * rainStrength * effectStrength * smoothstep(35.0, 10.0, viewDist);
}
#endif
bump = normalize(bump);
float bumpmult = WATER_WAVE_STRENGTH;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
#if WATER_INTERACTION == 1
// nice little wave effect when leaving water
vec3 waterPlayerPostion = waterExitedPosition;
float waterTime = waterExitedTime;
vec3 playerVelocity = waterExitedVelocity;
if (isEyeInWater == 1) {
waterPlayerPostion = waterEnteredPosition;
waterTime = waterEnteredTime;
playerVelocity = waterEnteredVelocity;
}
float distFromWaterPos = length(worldPos - waterPlayerPostion);
float maxWaveDist = 3.5;
if (distFromWaterPos < maxWaveDist) {
float newTime = frameTimeCounter - waterTime;
newTime *= 2.15;
float smoothDistFromWaterPos = smoothstep(maxWaveDist, 0.0, distFromWaterPos);
float waveWidth = 0.2;
float waveHeight = 0.3 * smoothstep(2.0, 20.0, length(playerVelocity)) + 0.5;
float enterWave = waveHeight * smoothstep(newTime - waveWidth, newTime, distFromWaterPos-0.1) * smoothstep(newTime + waveWidth, newTime, distFromWaterPos-0.1) * smoothDistFromWaterPos;
bump.y = enterWave + (1.0 - enterWave) * bump.y;
}
#elif WATER_INTERACTION == 2
#ifdef PIXELATED_WAVES
#if WATER_SIM_SCALE == 0
float NORMAL_SCALE = 20.0;
#elif WATER_SIM_SCALE == 1
float NORMAL_SCALE = 40.0;
#else
float NORMAL_SCALE = 80.0;
#endif
ivec2 normalSize = imageSize(waveSim2);
vec2 centeredUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE;
centeredUV += normalSize * 0.5;
if(centeredUV.x < normalSize.x && centeredUV.x > 0.0 && centeredUV.y < normalSize.y && centeredUV.y > 0.0 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
vec4 waves = imageLoad(waveSim2, ivec2(centeredUV));
#else
#if WATER_SIM_DISTANCE == 1
float NORMAL_SCALE = 0.04;
#elif WATER_SIM_DISTANCE == 2
float NORMAL_SCALE = 0.02;
#elif WATER_SIM_DISTANCE == 3
float NORMAL_SCALE = 0.015;
#else
float NORMAL_SCALE = 0.01;
#endif
vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE;
if(length(waveUV) < 0.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
vec4 waves = texture2D(waveSim2Sampler, waveUV+0.5);
#endif
vec3 waveNormals = normalize(vec3(waves.z, waves.w, 1.0));
bump = mix(bump, waveNormals, clamp(WATER_SIM_STRENGTH*sqrt(sqrt(abs(waves.x))), 0.0, 1.0));
bump = normalize(bump);
}
#endif
NormalTex.xyz = bump;
}
#endif
// tangent space normals for refraction
vec2 TangentNormal = NormalTex.xy;
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
rippleBump *= physics_localWaviness;
float bumpmult = mix(isWater ? 1.0 : NORMAL_MAP_MULT, isWater ? PHYSICS_OCEAN_TRANSITION : NORMAL_MAP_MULT, smoothstep(0.0, 0.1, physics_localWaviness));
normal = applyBump(tbnMatrix, NormalTex.xyz, bumpmult, rippleBump);
#else
normal = applyBump(tbnMatrix, NormalTex.xyz, isWater ? 1.0 : NORMAL_MAP_MULT, rippleBump);
#endif
worldSpaceNormal = viewToWorld(normal);
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
if (isWater) TangentNormal = mix(NormalTex.xy, normalize(wave.normal).xz, smoothstep(0.0, 0.1, physics_localWaviness));
#endif
float nameTagMask = 0.0;
#if defined ENTITIES && defined IS_IRIS
if(NAMETAG > 0) nameTagMask = 0.1;
#endif
gl_FragData[2] = vec4(encodeVec2(TangentNormal*0.5+0.5), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), encodeVec2(0.0, nameTagMask));
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULARS /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
vec3 SpecularTex = texture2D(specular, lmtexcoord.xy, mipmapBias).rga;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// lightmap.y = 1.0;
#ifndef OVERWORLD_SHADER
lightmap.y = 1.0;
#endif
#if defined Hand_Held_lights && !defined LPV_ENABLED
#ifdef IS_IRIS
vec3 playerCamPos = cameraPosition - relativeEyePosition;
#else
vec3 playerCamPos = cameraPosition;
#endif
if(heldItemId > 999 || heldItemId2 > 999){
float pointLight = clamp(1.0-length((worldPos)-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0);
lightmap.x = mix(lightmap.x , 0.9, pointLight*pointLight);
}
#endif
vec3 Indirect_lighting = vec3(0.0);
vec3 MinimumLightColor = vec3(1.0);
vec3 Direct_lighting = vec3(0.0);
#ifdef OVERWORLD_SHADER
vec3 DirectLightColor = lightSourceColorSSBO/2400.0;
vec3 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
if(!isWater && isEyeInWater == 1){
float distanceFromWaterSurface = cameraPosition.y - waterEnteredAltitude;
float waterdepth = max(-(feetPlayerPos.y + distanceFromWaterSurface),0.0);
DirectLightColor *= exp(-vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B) * (waterdepth/abs(WsunVec.y)));
DirectLightColor *= pow(waterCaustics(worldPos, WsunVec, -(feetPlayerPos.y + distanceFromWaterSurface))*WATER_CAUSTICS_BRIGHTNESS, WATER_CAUSTICS_POWER);
}
float NdotL = clamp((-15 + dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse)))*255.0) / 240.0 ,0.0,1.0);
float Shadows = 1.0;
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,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, BN, geoNormals);
// Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
Shadows *= mix(LM_shadowMapFallback,1.0,shadowMapFalloff2);
Shadows *= GetCloudShadow(worldPos, WsunVec);
Direct_lighting = DirectLightColor * NdotL * Shadows;
vec3 indirectNormal = worldSpaceNormal / dot(abs(worldSpaceNormal),vec3(1.0));
float SkylightDir = clamp(indirectNormal.y*0.7+0.3,0.0,1.0);
float skylight = mix(0.2 + 2.3*(1.0-lightmap.y), 2.5, SkylightDir)/2.5;
AmbientLightColor *= skylight;
Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
#endif
#ifdef NETHER_SHADER
Indirect_lighting = volumetricsFromTex(worldSpaceNormal, colortex4, 0).rgb / 1200.0 / 1.5;
#endif
#ifdef END_SHADER
#ifdef END_LIGHTNING
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
#else
float vortexBounds = 1.0;
#endif
vec3 lightPos = LightSourcePosition(worldPos, cameraPosition,vortexBounds);
float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
float end_NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
end_NdotL *= end_NdotL;
float fogShadow = GetEndFogShadow(worldPos, lightPos);
float endPhase = endFogPhase(lightPos);
Direct_lighting = lightColors * endPhase * end_NdotL * fogShadow;
#ifdef END_ISLAND_LIGHT
vec3 WsunVec = normalize(vec3(END_LIGHT_POS)-(feetPlayerPos+cameraPosition));
vec3 DirectLightColor = vec3(VORTEX_LIGHT_COL_R,VORTEX_LIGHT_COL_G,VORTEX_LIGHT_COL_B);
float NdotL = clamp((-15 + dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse)))*255.0) / 240.0 ,0.0,1.0);
float Shadows = 1.0;
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,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, BN, geoNormals);
// Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
Shadows *= mix(LM_shadowMapFallback,1.0,shadowMapFalloff2);
Direct_lighting = DirectLightColor * NdotL * Shadows;
#endif
vec3 AmbientLightColor = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B) ;
Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
Indirect_lighting *= 0.1;
#endif
///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
#ifdef IS_LPV_ENABLED
vec3 normalOffset = vec3(0.0);
if (any(greaterThan(abs(viewToWorld(normalMat.xyz).xyz), vec3(1.0e-6))))
normalOffset = 0.5*worldSpaceNormal;
#if LPV_NORMAL_STRENGTH > 0
if (any(greaterThan(abs(normal), vec3(1.0e-6)))) {
vec3 texNormalOffset = -normalOffset + worldSpaceNormal;
normalOffset = mix(normalOffset, texNormalOffset, (LPV_NORMAL_STRENGTH*0.01));
}
#endif
vec3 lpvPos = GetLpvPosition(feetPlayerPos) + normalOffset;
#else
const vec3 lpvPos = vec3(0.0);
#endif
#ifdef LIGHTNING
vec3 lightColor = vec3(1.0);
gl_FragData[0].a = max(gl_FragData[0].a, 1.0/255.0);
#else
vec3 lightColor = vec3(TORCH_R,TORCH_G,TORCH_B);
#endif
Indirect_lighting += doBlockLightLighting(lightColor, lightmap.x, feetPlayerPos, lpvPos);
vec4 flashLightSpecularData = vec4(0.0);
#ifdef FLASHLIGHT
Indirect_lighting += calculateFlashlight(FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), worldSpaceNormal, flashLightSpecularData, false);
#endif
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
Emission(FinalColor, Albedo, SpecularTex.b);
#endif
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SPECULAR LIGHTING /////////////////////////////
////////////////////////////////////////////////////////////////////////////////
#ifdef DAMAGE_BLOCK_EFFECT
#undef FORWARD_SPECULAR
#endif
#ifdef FORWARD_SPECULAR
float harcodedF0 = 0.02;
// if nothing is chosen, no smoothness and no reflectance
vec2 specularValues = vec2(1.0, 0.0);
// hardcode specular values for select blocks like glass, water, and slime
if(isReflective) specularValues = vec2(1.0, harcodedF0);
// detect if the specular texture is used, if it is, overwrite hardcoded values
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex.rg;
float f0 = isReflective ? max(specularValues.g, harcodedF0) : specularValues.g;
bool isHand = false;
#ifdef HAND
isHand = true;
f0 = max(specularValues.g, harcodedF0);
#endif
float roughness = specularValues.r;
if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
if (f0 > 0.0){
if(isReflective) f0 = max(f0, harcodedF0);
float reflectance = 0.0;
#if !defined OVERWORLD_SHADER || (!defined END_ISLAND_LIGHT && defined END_SHADER)
vec3 WsunVec = vec3(0.0);
vec3 DirectLightColor = WsunVec;
float Shadows = 0.0;
#endif
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(BN, vec2(interleaved_gradientNoise_temporal())), worldSpaceNormal, roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows * Shadows, lightmap.y, isHand, isWater, reflectance, flashLightSpecularData);
gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
// invert the alpha blending darkening on the color so you can interpolate between diffuse and specular and keep buffer blending
gl_FragData[0].rgb = clamp(specularReflections / gl_FragData[0].a * 0.1,0.0,65000.0);
}else{
gl_FragData[0].rgb = clamp(FinalColor * 0.1,0.0,65000.0);
}
#else
gl_FragData[0].rgb = FinalColor*0.1;
#endif
#if defined ENTITIES && !defined COLORWHEEL
// do not allow specular to be very visible in these regions on entities
// this helps with specular on slimes, and entities with skin overlays like piglins/players
if (!gl_FrontFacing) {
gl_FragData[0] = vec4(FinalColor*0.1, UnchangedAlpha);
}
#endif
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
#if OVERDRAW_MAX_DISTANCE == 0
float maxOverdrawDistance = far;
#else
float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
#endif
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > clamp(far-16.0*4.0, 16.0, maxOverdrawDistance) && texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy), 0).x >= 1.0;
if(WATER && isWater) {
gl_FragData[0].a = 0.0;
MATERIALS = 0.0;
}
#endif
gl_FragData[1] = vec4(Albedo, MATERIALS);
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = worldSpaceNormal.xyz * 0.1;
gl_FragData[0].a = 1.0;
#endif
#if DEBUG_VIEW == debug_INDIRECT
gl_FragData[0].rgb = Indirect_lighting * 0.1;
#endif
#if DEBUG_VIEW == debug_DIRECT
gl_FragData[0].rgb = Direct_lighting * 0.1;
#endif
gl_FragData[3] = vec4(1, 1, encodeVec2(lightmap.x, lightmap.y), 1);
#if defined ENTITIES && defined IS_IRIS && !defined COLORWHEEL
if(NAMETAG > 0) {
// WHY DO THEY HAVE TO AHVE LIGHTING AAAAAAUGHAUHGUAHG
#ifndef OVERWORLD_SHADER
lightmap.y = 0.0;
#endif
vec3 nameTagLighting = Albedo.rgb * max(max(lightmap.y*lightmap.y*lightmap.y , lightmap.x*lightmap.x*lightmap.x), 0.025);
// in vanilla they have a special blending mode/no blending, or something. i cannot change the buffer blend mode without changing the rest of the entities :/
gl_FragData[0] = vec4(nameTagLighting.rgb * 0.1, UnchangedAlpha * 0.75);
}
#endif
}
}