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Eclipse-Shader/shaders/dimensions/voxels.vsh
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#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#include "/lib/items.glsl"
#include "/lib/SSBOs.glsl"
#ifdef HAND
#undef POM
#endif
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#endif
out DATA {
vec4 color;
vec4 lmtexcoord;
vec3 normalMat;
#ifdef MC_NORMAL_MAP
vec4 tangent;
#endif
vec3 block_normal;
flat int blockID;
} data_out;
#ifdef MC_NORMAL_MAP
in vec4 at_tangent;
#endif
uniform float frameTimeCounter;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
in vec4 mc_Entity;
in vec4 mc_midTexCoord;
uniform int blockEntityId;
uniform int entityId;
uniform int heldItemId;
uniform int heldItemId2;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
in vec4 at_midBlock;
#else
in vec3 at_midBlock;
#endif
uniform int frameCounter;
uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform int hideGUI;
uniform float screenBrightness;
uniform int isEyeInWater;
// in vec3 at_velocity;
// out vec3 velocity;
uniform float nightVision;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform vec3 cameraPosition;
uniform vec2 texelSize;
#if defined HAND
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
float detectCameraMovement(){
// simply get the difference of modelview matrices and cameraPosition across a frame.
vec3 fakePos = vec3(0.5,0.5,0.0);
vec3 hand_playerPos = mat3(gbufferModelViewInverse) * fakePos + (cameraPosition - previousCameraPosition);
vec3 previousPosition = mat3(gbufferPreviousModelView) * hand_playerPos;
float detectMovement = 1.0 - clamp(distance(previousPosition, fakePos)/texelSize.x,0.0,1.0);
return detectMovement;
}
#endif
//#ifndef IS_LPV_ENABLED
uniform vec3 relativeEyePosition;
//#endif
#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && (defined GRASS_DETECT_FALLOFF || defined GRASS_DETECT_INV_FALLOFF || REPLACE_SHORT_GRASS > 0)
uniform usampler1D texBlockData;
uniform vec3 cameraPositionFract;
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_buffer.glsl"
#include "/lib/voxel_common.glsl"
uint GetVoxelBlock(const in ivec3 voxelPos) {
if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
return BLOCK_EMPTY;
return imageLoad(imgVoxelMask, voxelPos).r;
}
#endif
#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);
}
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;
}
vec3 srgbToLinear2(vec3 srgb){
return mix(
srgb / 12.92,
pow(.947867 * srgb + .0521327, vec3(2.4) ),
step( .04045, srgb )
);
}
vec3 blackbody2(float Temp)
{
float t = pow(Temp, -1.5);
float lt = log(Temp);
vec3 col = vec3(0.0);
col.x = 220000.0 * t + 0.58039215686;
col.y = 0.39231372549 * lt - 2.44549019608;
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
col.z = 0.76078431372 * lt - 5.68078431373;
col = clamp(col,0.0,1.0);
col = Temp < 1000. ? col * Temp * 0.001 : col;
return srgbToLinear2(col);
}
// float luma(vec3 color) {
// return dot(color,vec3(0.21, 0.72, 0.07));
// }
#define SEASONS_VSH
#include "/lib/climate_settings.glsl"
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
uniform sampler2D noisetex;//depth
float densityAtPos(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
//The y channel has an offset to avoid using two textures fetches
vec2 xy = texture(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 viewToWorld(vec3 viewPos) {
vec4 pos;
pos.xyz = viewPos;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
#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 = gl_ModelViewProjectionMatrix * gl_Vertex;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
data_out.blockID = int(mc_Entity.x);
/////// ----- COLOR STUFF ----- ///////
data_out.color = gl_Color;
data_out.block_normal = gl_Normal;
/////// ----- RANDOM STUFF ----- ///////
// gl_TextureMatrix[0] for animated things like charged creepers
data_out.lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
data_out.lmtexcoord.zw = gl_MultiTexCoord1.xy / 240.0;
#ifdef MC_NORMAL_MAP
data_out.tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
#endif
data_out.normalMat = normalize(gl_NormalMatrix * gl_Normal);
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
vec3 worldNormals = viewToWorld(data_out.normalMat);
// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
#if defined PLANET_CURVATURE
float curvature = length(worldpos.xz) / (16.0*8.0);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
gl_Position = toClipSpace3(mat3(gbufferModelView) * vec3(worldpos) + gbufferModelView[3].xyz);
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
}