mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
643 lines
19 KiB
GLSL
643 lines
19 KiB
GLSL
#extension GL_ARB_shader_texture_lod : enable
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#include "/lib/settings.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/items.glsl"
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#include "/lib/hsv.glsl"
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#ifdef IRIS_FEATURE_TEXTURE_FILTERING
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#include "/lib/texture_filtering.glsl"
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#endif
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#ifdef HAND
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#undef POM
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#endif
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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#undef POM
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#endif
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#endif
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#ifdef POM
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#define MC_NORMAL_MAP
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#endif
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in DATA {
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vec4 color;
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vec4 lmtexcoord;
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vec3 normalMat;
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#ifdef MC_NORMAL_MAP
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vec4 tangent;
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#endif
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vec3 block_normal;
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flat int blockID;
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} data_in;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
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const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
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const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2 dcdx = vec2(0.0);
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const vec2 dcdy = vec2(0.0);
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#include "/lib/res_params.glsl"
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uniform float far;
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#ifdef MC_NORMAL_MAP
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uniform sampler2D normals;
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#endif
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uniform sampler2D specular;
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uniform sampler2D gtexture;
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform float rainStrength;
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uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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#if defined VIVECRAFT
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uniform bool vivecraftIsVR;
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uniform vec3 vivecraftRelativeMainHandPos;
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uniform vec3 vivecraftRelativeOffHandPos;
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uniform mat4 vivecraftRelativeMainHandRot;
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uniform mat4 vivecraftRelativeOffHandRot;
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#endif
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uniform vec4 entityColor;
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// in vec3 velocity;
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uniform int heldItemId;
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uniform int heldItemId2;
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uniform float noPuddleAreas;
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uniform float nightVision;
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uniform vec3 relativeEyePosition;
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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float interleaved_gradientNoise_temporal(){
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#ifdef TAA
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
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#else
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887);
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#endif
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy ;
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#ifdef TAA
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coord += + (frameCounter%40000) * 2.0;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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#ifdef TAA
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float blueNoise() {
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return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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#else
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float blueNoise() {
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return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
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}
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#endif
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uniform int currentRenderedItemId;
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mat3 inverseMatrix(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
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b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec2 encodeNormal(vec3 n){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return encn;
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump){
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float bumpmult = NORMAL_MAP_MULT;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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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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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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uniform float near;
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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// vec4 readNoise(in vec2 coord){
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// // return texture(noisetex,coord*texcoordam.pq+texcoord);
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// return textureGradARB(noisetex,coord*texcoordam.pq + texcoordam.st,dcdx,dcdy);
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// }
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// float EndPortalEffect(
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// inout vec4 ALBEDO,
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// vec3 FragPos,
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// vec3 WorldPos,
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// mat3 tbnMatrix
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// ){
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//
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// int maxdist = 25;
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// int quality = 35;
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//
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// vec3 viewVec = normalize(tbnMatrix*FragPos);
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// if ( viewVec.z < 0.0 && length(FragPos) < maxdist) {
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// float endportalGLow = 0.0;
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// float Depth = 0.3;
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// vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise-0.5)*0.1);
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//
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// vec3 coord = vec3(WorldPos.xz , 1.0);
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// coord += interval;
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//
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// for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) {
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// coord = coord+interval ;
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// endportalGLow += (0.3/quality);
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// }
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//
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// ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
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//
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// return clamp(pow(endportalGLow*3.5,3),0,1);
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// }
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// }
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float bias(){
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// bias mipmapping as window resolution and / or render scale changes.
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#ifdef TAA_UPSCALING
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return (1.0 - texelSize.x * 2560.0) + (0.0 - (1.0-RENDER_SCALE.x) * 2.0);
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#else
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return 1.0 - texelSize.x * 2560.0;
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#endif
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}
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vec4 texture_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy,
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bool ifPOM,
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float LOD
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){
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{
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return texture(sampler, lightmapCoord, LOD);
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}
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}
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void convertHandDepth(inout float depth) {
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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depth = ndcDepth * 0.5 + 0.5;
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}
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float getEmission(vec3 Albedo) {
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vec3 hsv = RgbToHsv(Albedo);
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float emissive = smoothstep(0.05, 0.15, hsv.y) * pow(hsv.z, 3.5);
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return emissive * 0.5;
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}
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float getTrimEmission(vec3 Albedo) {
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vec3 hsv = RgbToHsv(Albedo);
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return sqrt(hsv.z);
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}
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uniform float alphaTestRef;
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#include "/photonics/photonics.glsl"
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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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layout(location = 0) out vec4 OutAlbedo;
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layout(location = 1) out vec4 OutSpecular;
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/* RENDERTARGETS:1,8 */
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void main() {
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vec3 FragCoord = gl_FragCoord.xyz;
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bool ifPOM = false;
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bool ShaderGrass = false;
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bool SIGN = false;
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if(SIGN) ifPOM = false;
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vec3 normal = data_in.normalMat;
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#ifdef MC_NORMAL_MAP
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vec3 binormal = normalize(cross(data_in.tangent.rgb,normal)*data_in.tangent.w);
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mat3 tbnMatrix = mat3(data_in.tangent.x, binormal.x, normal.x,
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data_in.tangent.y, binormal.y, normal.y,
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data_in.tangent.z, binormal.z, normal.z);
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#endif
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float BN = blueNoise();
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float R2 = R2_dither();
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vec3 fragpos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0));
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vec3 playerpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 worldpos = playerpos + cameraPosition;
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vec2 adjustedTexCoord = data_in.lmtexcoord.xy;
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float saveDepth = 0.0;
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if(!ifPOM) adjustedTexCoord = data_in.lmtexcoord.xy;
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float opaqueMasks = 1.0;
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// if(data_in.blockID == BLOCK_GROUND_WAVING_VERTICAL || data_in.blockID == BLOCK_GRASS_SHORT || data_in.blockID == BLOCK_GRASS_TALL_LOWER || data_in.blockID == BLOCK_GRASS_TALL_UPPER ) opaqueMasks = 0.60;
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// else if(data_in.blockID == BLOCK_AIR_WAVING) opaqueMasks = 0.55;
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ALBEDO ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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float textureLOD = bias();
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vec2 lmcoord = data_in.lmtexcoord.zw;
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vec4 Color = data_in.color;
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float vanillaAO = 1.0 - clamp(Color.a,0,1);
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// don't fix vanilla ao on some custom block models.
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// if (Color.a < 0.3) Color.a = 1.0; // fix vanilla ao on some custom block models.
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RayJob ray = RayJob(vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), true);
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float normalOffset = mix(0.00015f, 0.025f, clamp(length(playerpos)*0.006, 0.0, 1.0));
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ray.origin = worldpos - world_offset - normalOffset * data_in.block_normal;
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ray.direction = playerpos - gbufferModelViewInverse[3].xyz;
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ray_constraint = ivec3(ray.origin);
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trace_ray(ray);
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if (!ray.result_hit) discard;
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if (ray.result_normal == vec3(0.0)) ray.result_normal = data_in.block_normal;
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playerpos = ray.result_position + world_offset - cameraPosition;
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vec3 viewPos = (gbufferModelView * vec4(playerpos, 1.0f)).xyz;
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vec4 ndc4 = gbufferProjection * vec4(viewPos, 1.0f);
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vec3 screenPos = ndc4.xyz / ndc4.w * 0.5f + 0.5f;
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gl_FragDepth = screenPos.z;
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normal = normalize(gl_NormalMatrix * ray.result_normal);
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vec4 Albedo = vec4(ray.result_color, 1.0f);
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vec3 flatNormals = viewToWorld(normal);
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float torchlightmap = lmcoord.x;
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#ifdef WhiteWorld
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Albedo.rgb = vec3(0.5);
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#endif
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// #ifdef AEROCHROME_MODE
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// float gray = dot(Albedo.rgb, vec3(0.2, 1.0, 0.07));
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// if (
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// data_in.blockID == BLOCK_AMETHYST_BUD_MEDIUM || data_in.blockID == BLOCK_AMETHYST_BUD_LARGE || data_in.blockID == BLOCK_AMETHYST_CLUSTER
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// || data_in.blockID == BLOCK_SSS_STRONG || data_in.blockID == BLOCK_SSS_STRONG3 || data_in.blockID == BLOCK_SSS_WEAK || data_in.blockID == BLOCK_CACTUS
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// || data_in.blockID == BLOCK_CELESTIUM || data_in.blockID == BLOCK_SNOW_LAYERS
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// || data_in.blockID >= 10 && data_in.blockID < 80
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// ) {
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// // IR Reflective (Pink-red)
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// Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
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// }
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// else if(data_in.blockID == BLOCK_GRASS) {
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// // Special handling for grass block
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// float strength = 1.0 - Color.b;
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// Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
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// }
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// #ifdef AEROCHROME_WOOL_ENABLED
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// else if (data_in.blockID == BLOCK_SSS_WEAK_2 || data_in.blockID == BLOCK_CARPET) {
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// // Wool
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// Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
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// }
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// #endif
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// else if(data_in.blockID == BLOCK_WATER || (data_in.blockID >= 300 && data_in.blockID < 400))
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// {
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// // IR Absorbsive? Dark.
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// Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
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// }
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// #endif
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Albedo.a = opaqueMasks;
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// SPECULAR ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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normal = viewToWorld(normal);
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float SSSAMOUNT = 0.0;
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// #if (SSS_TYPE == 1 || SSS_TYPE == 2) && !defined HAND
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// #ifdef ENTITIES
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// #ifdef MOB_SSS
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// /////// ----- SSS ON MOBS----- ///////
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// // strong
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// if(data_in.blockID == ENTITY_SSS_MEDIUM) SSSAMOUNT = 0.75;
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//
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// // medium
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//
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// // low
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// else if(data_in.blockID == ENTITY_SSS_WEAK || data_in.blockID == ENTITY_PLAYER || data_in.blockID == ENTITY_CURRENT_PLAYER) SSSAMOUNT = 0.4;
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// #endif
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// #else
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// #if defined SHADER_GRASS && !defined CUTOUT
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// if (ShaderGrass) SSSAMOUNT = 0.65;
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// else
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// #endif
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//
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// /////// ----- SSS ON BLOCKS ----- ///////
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// // strong
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// if (
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// data_in.blockID == BLOCK_SSS_STRONG || data_in.blockID == BLOCK_SSS_STRONG3 || data_in.blockID == BLOCK_AIR_WAVING || data_in.blockID == BLOCK_SSS_STRONG_2
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|
// ) {
|
|
// SSSAMOUNT = 1.0;
|
|
// }
|
|
// // medium
|
|
// else if (
|
|
// data_in.blockID == BLOCK_GROUND_WAVING || data_in.blockID == BLOCK_GROUND_WAVING_VERTICAL ||
|
|
// data_in.blockID == BLOCK_GRASS_SHORT || data_in.blockID == BLOCK_GRASS_TALL_UPPER || data_in.blockID == BLOCK_GRASS_TALL_LOWER ||
|
|
// data_in.blockID == BLOCK_SSS_WEAK || data_in.blockID == BLOCK_CACTUS || data_in.blockID == BLOCK_SSS_WEAK_2 ||
|
|
// data_in.blockID == BLOCK_CELESTIUM || (data_in.blockID >= 269 && data_in.blockID <= 274) || data_in.blockID == BLOCK_SNOW_LAYERS || data_in.blockID == BLOCK_CARPET ||
|
|
// data_in.blockID == BLOCK_AMETHYST_BUD_MEDIUM || data_in.blockID == BLOCK_AMETHYST_BUD_LARGE || data_in.blockID == BLOCK_AMETHYST_CLUSTER ||
|
|
// data_in.blockID == BLOCK_BAMBOO || data_in.blockID == BLOCK_SAPLING || (data_in.blockID >= BLOCK_VINE_NORTH && data_in.blockID <= BLOCK_VINE_UP) || data_in.blockID == BLOCK_VINE_OTHER
|
|
// #ifdef MISC_BLOCK_SSS
|
|
// || data_in.blockID == BLOCK_SSS_WEIRD || data_in.blockID == BLOCK_GRASS
|
|
// #endif
|
|
// ) {
|
|
// SSSAMOUNT = 0.5;
|
|
// }
|
|
// #endif
|
|
//
|
|
// #ifdef BLOCKENTITIES
|
|
// /////// ----- SSS ON BLOCK ENTITIES----- ///////
|
|
// // strong
|
|
//
|
|
// // medium
|
|
// if(data_in.blockID == BLOCK_SSS_WEAK_3) SSSAMOUNT = 0.4;
|
|
//
|
|
// // low
|
|
//
|
|
// #endif
|
|
// #endif
|
|
|
|
float EMISSIVE = 0.0;
|
|
// #if EMISSIVE_TYPE == 1 || EMISSIVE_TYPE == 2
|
|
// /////// ----- EMISSIVE STUFF ----- ///////
|
|
//
|
|
// // if(vNameTags > 0) EMISSIVE = 0.9;
|
|
//
|
|
// // normal block lightsources
|
|
// if(data_in.blockID >= 100 && data_in.blockID < 282) {
|
|
// EMISSIVE = 0.5;
|
|
//
|
|
// if(data_in.blockID == 266 || (data_in.blockID >= 276 && data_in.blockID <= 281)) EMISSIVE = 0.2; // sculk stuff
|
|
//
|
|
// else if(data_in.blockID == 195) EMISSIVE = 2.3; // glow lichen
|
|
//
|
|
// else if(data_in.blockID == 185) EMISSIVE = 1.5; // crying obsidian
|
|
//
|
|
// else if(data_in.blockID == 105) EMISSIVE = 2.0; // brewing stand
|
|
//
|
|
// else if(data_in.blockID == 236) EMISSIVE = 1.0; // respawn anchor
|
|
//
|
|
// else if(data_in.blockID == 101) EMISSIVE = 0.7; // large amethyst bud
|
|
//
|
|
// else if(data_in.blockID == 103) EMISSIVE = 1.0; // amethyst cluster
|
|
//
|
|
// else if(data_in.blockID == 244) EMISSIVE = 1.5; // soul fire
|
|
// }
|
|
//
|
|
// #if EMISSIVE_ORES > 0
|
|
// if(data_in.blockID == 502) {
|
|
// EMISSIVE = EMISSIVE_ORES_STRENGTH;
|
|
//
|
|
// #ifndef HARDCODED_EMISSIVES_APPROX
|
|
// EMISSIVE *= getEmission(Albedo.rgb);
|
|
// #endif
|
|
// }
|
|
// #endif
|
|
// #endif
|
|
|
|
|
|
vec4 SpecularTex = vec4(0.0);
|
|
// SpecularTex.r = max(SpecularTex.r, rainfall);
|
|
// SpecularTex.g = max(SpecularTex.g, max(Puddle_shape*0.02,0.02));
|
|
|
|
OutSpecular = vec4(0.0,0.0,0.0,0.0);
|
|
OutSpecular.rg = SpecularTex.rg;
|
|
|
|
// #if EMISSIVE_ORES > 1 && EMISSIVE_TYPE > 1
|
|
// if(data_in.blockID == 502) {
|
|
// SpecularTex.a = EMISSIVE_ORES_STRENGTH;
|
|
//
|
|
// SpecularTex.a *= getEmission(Albedo.rgb);
|
|
// }
|
|
// #endif
|
|
|
|
|
|
#if EMISSIVE_TYPE == 2
|
|
bool emissionCheck = SpecularTex.a <= 0.0;
|
|
#endif
|
|
|
|
// #ifdef MIRROR_IRON
|
|
// if(data_in.blockID == 504 || currentRenderedItemId == 504) {
|
|
// OutSpecular.rg = vec2(1.0, 1.0);
|
|
// Albedo.rgb = vec3(1.0);
|
|
// }
|
|
// #endif
|
|
|
|
#if defined HARDCODED_EMISSIVES_APPROX && (EMISSIVE_TYPE == 1 || EMISSIVE_TYPE == 2)
|
|
#if EMISSIVE_TYPE == 2
|
|
if(emissionCheck)
|
|
#endif
|
|
{
|
|
EMISSIVE *= getEmission(Albedo.rgb);
|
|
}
|
|
#endif
|
|
|
|
#if EMISSIVE_TYPE == 0
|
|
OutSpecular.a = 0.0;
|
|
#endif
|
|
|
|
#if EMISSIVE_TYPE == 1
|
|
EMISSIVE = clamp(EMISSIVE, 0.0, 0.99);
|
|
OutSpecular.a = EMISSIVE;
|
|
#endif
|
|
|
|
#if EMISSIVE_TYPE == 2
|
|
OutSpecular.a = SpecularTex.a;
|
|
EMISSIVE = clamp(EMISSIVE, 0.0, 0.99);
|
|
if(emissionCheck) OutSpecular.a = EMISSIVE;
|
|
#endif
|
|
|
|
#if EMISSIVE_TYPE == 3
|
|
OutSpecular.a = SpecularTex.a;
|
|
#endif
|
|
|
|
|
|
#if SSS_TYPE == 0
|
|
OutSpecular.b = 0.0;
|
|
#endif
|
|
|
|
#if SSS_TYPE == 1
|
|
OutSpecular.b = SSSAMOUNT;
|
|
#endif
|
|
|
|
#if SSS_TYPE == 2
|
|
OutSpecular.b = SpecularTex.b;
|
|
if(SpecularTex.b < 65.0/255.0) OutSpecular.b = SSSAMOUNT;
|
|
#endif
|
|
|
|
#if SSS_TYPE == 3
|
|
OutSpecular.b = SpecularTex.b;
|
|
#endif
|
|
|
|
//////////////////////////////// ////////////////////////////////
|
|
//////////////////////////////// FINALIZE ////////////////////////////////
|
|
//////////////////////////////// ////////////////////////////////
|
|
|
|
// apply noise to lightmaps to reduce banding.
|
|
vec2 PackLightmaps = vec2(torchlightmap, lmcoord.y);
|
|
|
|
// special curve to give more precision on high/low values of the gradient. this curve will be inverted after sampling and decoding.
|
|
// PackLightmaps = pow(1.0-pow(1.0-PackLightmaps,vec2(0.5)),vec2(0.5));
|
|
|
|
// some dither to lightmaps to reduce banding.
|
|
PackLightmaps = clamp( PackLightmaps + PackLightmaps * (BN-0.5)*0.005,0,1);
|
|
|
|
|
|
vec4 data1 = clamp(vec4(encodeNormal(normal), PackLightmaps), 0.0, 1.0);
|
|
|
|
Albedo = clamp(Albedo, 0.0, 1.0);
|
|
|
|
OutAlbedo = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
|
|
|
|
vec4 otherData = clamp(vec4(flatNormals * 0.5 + 0.5, vanillaAO), 0.0, 1.0);
|
|
OutSpecular = clamp(OutSpecular, 0.0, 1.0);
|
|
|
|
OutSpecular = vec4(
|
|
encodeVec2(OutSpecular.x, otherData.x),
|
|
encodeVec2(OutSpecular.y, otherData.y),
|
|
encodeVec2(OutSpecular.z, otherData.z),
|
|
encodeVec2(OutSpecular.w, otherData.w)
|
|
);
|
|
} |