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Eclipse-Shader/shaders/dimensions/all_translucent.vsh
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#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
#include "/lib/items.glsl"
#include "/lib/SSBOs.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#if defined PHYSICSMOD_OCEAN_SHADER
#include "/lib/oceans.glsl"
#endif
/*
!! 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;
vec3 viewVector;
vec4 normalMat;
vec4 tangent;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
float chunkFade;
#endif
#ifdef OVERWORLD_SHADER
flat vec3 WsunVec;
#endif
#if defined ENTITIES && defined IS_IRIS
flat int NAMETAG;
#endif
#ifdef LARGE_WAVE_DISPLACEMENT
vec3 largeWaveDisplacementNormal;
#endif
#ifdef LIGHTNING
float LIGHTNING_BOLT;
#endif
};
uniform sampler2D colortex4;
uniform sampler2D noisetex;
#ifdef OVERWORLD_SHADER
#include "/lib/scene_controller.glsl"
#endif
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
in vec4 at_tangent;
in vec4 mc_Entity;
#if defined ENTITIES || defined BLOCKENTITIES
uniform int entityId;
#endif
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform vec3 cameraPosition;
uniform float sunElevation;
uniform int frameCounter;
// uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform int hideGUI;
uniform float screenBrightness;
uniform vec2 texelSize;
uniform int framemod8;
#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);
}
float getWave (vec3 pos, float range){
// return pow(1.0-texture(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2.0) * WATER_WAVE_STRENGTH * range;
return pow(1.0-texture(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/125.0).r,5.0) * min(WATER_WAVE_STRENGTH, 1.0) * range;
}
vec3 getWaveNormal(vec3 posxz, float range){
float deltaPos = 0.5;
vec3 coord = posxz;
float h0 = getWave(coord,range);
float h1 = getWave(coord - vec3(deltaPos,0.0,0.0),range);
float h3 = getWave(coord - vec3(0.0,0.0,deltaPos),range);
float xDelta = (h1-h0)/deltaPos * 1.5;
float yDelta = (h3-h0)/deltaPos * 1.5;
vec3 wave = normalize(vec3(xDelta, yDelta,1.0-pow(abs(xDelta+yDelta),2.0)));
return wave;
}
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
uniform float caveDetection;
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
color = vec4(gl_Color.rgb, 1.0);
#ifdef LIGHTNING
color.a = gl_Color.a;
#endif
bool isWater = mc_Entity.x == 8.0;
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
// basic texture to determine how shallow/far away from the shore the water is
physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
// pass this to the fragment shader to fetch the texture there for per fragment normals
physics_localPosition = finalPosition.xyz;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(finalPosition) + gl_ModelViewMatrix[3].xyz;
#else
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
#endif
// lmtexcoord.xy = (gl_MultiTexCoord0).xy;
lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmtexcoord.zw = gl_MultiTexCoord1.xy / 240.0;
#if defined LARGE_WAVE_DISPLACEMENT && !defined PHYSICS_OCEAN
if(isWater) {
vec3 playerPos = mat3(gbufferModelViewInverse) * position.xyz;
#ifdef DISTANT_HORIZONS
float range = pow(1-pow(1-clamp(1.0 - length(playerPos) / far, 0.0,1.0),3.0),3.0);
#else
float range = min(1.0 + pow(length(playerPos) / 256,2.0), 256.0);
#endif
vec4 displacedVertex = vec4(gl_Vertex.x, gl_Vertex.y + (getWave(gl_Vertex.xyz + cameraPosition, range)*0.6-0.5), gl_Vertex.z, gl_Vertex.w);
position = mat3(gl_ModelViewMatrix) * vec3(displacedVertex) + gl_ModelViewMatrix[3].xyz;
playerPos = mat3(gbufferModelViewInverse) * position.xyz;
largeWaveDisplacementNormal = getWaveNormal(playerPos + cameraPosition, range);
}
#endif
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
chunkFade = abs(mc_chunkFade);
#endif
// keep this OUT of the #if block... otherwise there will be z-fighting when using some overlay textures for some random ass reason.....
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
worldpos.y += -45.0*(1.0-chunkFade)*(1.0-caveDetection)*smoothstep(25.0, far, length(worldpos));
#endif
#ifdef PLANET_CURVATURE
float curvature = length(worldpos.xz) / (16.0*8.0);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
gl_Position = toClipSpace3(position);
#if defined ENTITIES && defined IS_IRIS
// force out of frustum
if (entityId == 1599) gl_Position.z -= 10000.0;
#endif
// 1.0 = water mask
// 0.9 = entity mask
// 0.8 = reflective entities
// 0.7 = reflective blocks
// 0.6 = nether portal
float mat = 0.0;
// water mask
if(isWater
#if MC_VERSION > 12111
|| mc_Entity.x == 505
#endif
) {
mat = 1.0;
}
// translucent entities
#if defined ENTITIES || defined BLOCKENTITIES
mat = 0.4;
if (entityId == 1804) mat = 0.2;
#endif
// translucent blocks
if (mc_Entity.x >= 301 && mc_Entity.x <= 338) mat = 0.1;
// if (mc_Entity.x == BLOCK_NETHER_PORTAL) mat = 0.6;
if (mc_Entity.x == WISPJELLY) lmtexcoord.z = 0.0;
#if defined ENTITIES && defined IS_IRIS
NAMETAG = 0;
if (entityId == 1600) NAMETAG = 1;
#endif
tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),at_tangent.w);
normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), mat);
vec3 binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w);
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x,
tangent.y, binormal.y, normalMat.y,
tangent.z, binormal.z, normalMat.z);
#ifdef LARGE_WAVE_DISPLACEMENT
if(isWater) {
largeWaveDisplacementNormal = normalize(largeWaveDisplacementNormal * tbnMatrix);
}else{
largeWaveDisplacementNormal = normalMat.xyz;
}
#endif
viewVector = position.xyz;
if(isWater) viewVector = normalize(tbnMatrix * viewVector);
#ifdef OVERWORLD_SHADER
// WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
#ifdef SMOOTH_SUN_ROTATION
WsunVec = WsunVecSmooth;
#else
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
#ifdef CUSTOM_MOON_ROTATION
vec3 moonVec = customMoonVecSSBO;
#else
#ifdef SMOOTH_MOON_ROTATION
vec3 moonVec = WmoonVecSmooth;
#else
vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
#endif
if(dot(-moonVec, WsunVec) < 0.9999) moonVec = -moonVec;
#endif
vec3 WmoonVec = moonVec;
WsunVec = mix(WmoonVec, WsunVec, clamp(float(sunElevation > 1e-5)*2.0 - 1.0,0,1));
#endif
#ifdef LIGHTNING
LIGHTNING_BOLT = 0.0;
normalMat.a = 0.5;
if(entityId == ENTITY_LIGHTNING){
LIGHTNING_BOLT = 1.0;
}
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
#if defined ENTITIES && defined IS_IRIS
// remove jitter for nametags lol
if (entityId != 1600) gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#else
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
#endif
#if DOF_QUALITY == 5
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
}