mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #18 - Final release, added PBR shaders
This commit is contained in:
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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||||
*
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||||
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
|
||||
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
|
||||
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
|
||||
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
|
||||
*
|
||||
* NOT FOR COMMERCIAL OR MALICIOUS USE
|
||||
*
|
||||
* (please read the 'LICENSE' file this repo's root directory for more info)
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||||
*
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||||
*/
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#ifdef LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING
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#ifndef _HAS_PBR_IMAGE_BASED_LIGHTING_FUNCTION
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#define _HAS_PBR_IMAGE_BASED_LIGHTING_FUNCTION
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vec3 eaglercraftIBL_NoBlur(in vec3 albedo, in vec3 irradiance, in vec3 envMapSample, in vec3 viewDir, in vec3 normalVec, in vec3 materials) {
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if(materials.g < 0.25) {
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return albedo * irradiance * 0.1;
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}else {
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float roughness = 1.0 - materials.r * 0.85;
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float NdotV = dot(normalVec, -viewDir);
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float fresnel = pow(max(1.0 - NdotV, 0.0), 5.0);
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vec3 kD = vec3(0.05);
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vec3 F;
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if(materials.g < 0.9) {
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F = vec3(materials.g + (max(1.0 - roughness, materials.g) - materials.g) * fresnel);
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kD = (1.0 - F) * albedo / 3.141592;
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}else if(materials.g < 0.964) {
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vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625);
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vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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lutUV.x += 0.5;
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vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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fresnel = 1.0 - fresnel;
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mK *= mK;
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mK += mN * mN;
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vec3 nv = mN * fresnel * 2.0;
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fresnel *= fresnel;
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vec3 num = mK - nv + fresnel;
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vec3 den = mK + nv + fresnel;
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vec3 r = num / den;
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mK *= fresnel;
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mK += 1.0;
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num = mK - nv;
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den = mK + nv;
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r += num / den;
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r = clamp(r * 0.5, vec3(0.0), vec3(1.0));
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F = r * r;
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}else {
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F = (1.0 - albedo) + albedo * fresnel;
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kD = vec3(0.05);
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}
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vec2 brdf2f = vec2(max(NdotV, 0.0), roughness);
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brdf2f = 1.0 - brdf2f;
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brdf2f *= brdf2f;
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brdf2f = 1.0 - brdf2f;
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brdf2f = textureLod(u_brdfLUT, brdf2f, 0.0).rg;
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return kD * albedo * irradiance + envMapSample * (F * brdf2f.r + brdf2f.g);
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}
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}
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#endif
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#endif
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#ifdef LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING_SPECULAR
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#ifndef _HAS_PBR_IMAGE_BASED_LIGHTING_SPECULAR_FUNCTION
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#define _HAS_PBR_IMAGE_BASED_LIGHTING_SPECULAR_FUNCTION
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#ifdef LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING_PREFETCH
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vec3 eaglercraftIBL_Specular(in vec3 albedo, in vec3 envMapSample, in vec3 viewDir, in vec3 normalVec, in vec3 materials, vec3 metalN, vec3 metalK) {
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#else
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vec3 eaglercraftIBL_Specular(in vec3 albedo, in vec3 envMapSample, in vec3 viewDir, in vec3 normalVec, in vec3 materials) {
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#endif
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float NdotV = dot(normalVec, -viewDir);
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float roughness = 1.0 - materials.r * 0.85;
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float fresnel = pow(max(1.0 - NdotV, 0.0), 5.0);
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vec3 F;
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if(materials.g < 0.9) {
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F = vec3(materials.g + (max(1.0 - roughness, materials.g) - materials.g) * fresnel);
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}else if(materials.g < 0.964) {
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#ifdef LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING_PREFETCH
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vec3 mN = metalN;
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vec3 mK = metalK;
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#else
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vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625);
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vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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lutUV.x += 0.5;
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vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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#endif
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fresnel = 1.0 - fresnel;
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mK *= mK;
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mK += mN * mN;
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vec3 nv = mN * fresnel * 2.0;
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fresnel *= fresnel;
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vec3 num = mK - nv + fresnel;
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vec3 den = mK + nv + fresnel;
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vec3 r = num / den;
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mK *= fresnel;
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mK += 1.0;
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num = mK - nv;
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den = mK + nv;
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r += num / den;
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r = clamp(r * 0.5, vec3(0.0), vec3(1.0));
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F = r * r;
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}else {
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F = (1.0 - albedo) + albedo * fresnel;
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}
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vec2 brdf2f = vec2(max(NdotV, 0.0), roughness);
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brdf2f = 1.0 - brdf2f;
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brdf2f *= brdf2f;
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brdf2f = 1.0 - brdf2f;
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brdf2f = textureLod(u_brdfLUT, brdf2f, 0.0).rg;
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return envMapSample * (F * brdf2f.r + brdf2f.g);
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}
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#endif
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#endif
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@ -0,0 +1,86 @@
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
|
||||
*
|
||||
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
|
||||
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
|
||||
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
|
||||
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
|
||||
*
|
||||
* NOT FOR COMMERCIAL OR MALICIOUS USE
|
||||
*
|
||||
* (please read the 'LICENSE' file this repo's root directory for more info)
|
||||
*
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||||
*/
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#ifdef LIB_INCLUDE_PBR_LIGHTING_FUNCTION
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#ifndef _HAS_PBR_LIGHTING_FUNCTION
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#define _HAS_PBR_LIGHTING_FUNCTION
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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#define PREFETCH_METALS(albedo, materialG1f, metalN3f, metalK3f)\
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if(materialG1f >= 0.9 && materialG1f < 0.964) {\
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metalK3f.xy = vec2(0.25, (materialG1f - 0.9) * 15.625);\
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metalN3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\
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metalK3f.x += 0.5;\
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metalK3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\
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}
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#endif
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials, in vec3 metalN, in vec3 metalK) {
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#else
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vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials) {
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#endif
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float roughness = 1.0 - materials.r * 0.85;
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vec3 H = normalize(viewDir + lightDir);
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vec3 NdotHVL = max(normalVec * mat3(H, viewDir, lightDir), vec3(0.0));
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float NDF = roughness * roughness;
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NDF *= NDF;
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float denom = NdotHVL.x * NdotHVL.x * (NDF - 1.0) + 1.0;
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NDF /= denom * denom * 3.141592;
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float gs = roughness + 1.0;
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gs *= gs * 0.125;
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vec2 Ndot = NdotHVL.yz;
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Ndot /= Ndot * (1.0 - gs) + gs;
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NDF *= Ndot.x * Ndot.y;
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float fresnel = pow(max(1.0 - NdotHVL.x, 0.0), 5.0);
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vec3 kD = vec3(0.03);
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vec3 F;
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if(materials.g < 0.9) {
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F = vec3(materials.g + (1.0 - materials.g) * fresnel);
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kD = (1.0 - F) * albedo / 3.141592;
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}else if(materials.g < 0.964) {
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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vec3 mN = metalN;
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vec3 mK = metalK;
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#else
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vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625);
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vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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lutUV.x += 0.5;
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vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb * length(albedo);
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#endif
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fresnel = 1.0 - fresnel;
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mK *= mK;
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mK += mN * mN;
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vec3 nv = mN * fresnel * 2.0;
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fresnel *= fresnel;
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vec3 num = mK - nv + fresnel;
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vec3 den = mK + nv + fresnel;
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vec3 r = num / den;
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mK *= fresnel;
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mK += 1.0;
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num = mK - nv;
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den = mK + nv;
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r += num / den;
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r = clamp(r * 0.5, vec3(0.0), vec3(1.0));
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F = r * r;
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}else {
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F = albedo + (1.0 - albedo) * fresnel;
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}
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denom = 4.0 * NdotHVL.y * NdotHVL.z + 0.0001;
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return (kD + (NDF * F / denom)) * radiance * NdotHVL.z;
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}
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#endif
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#endif
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@ -0,0 +1,218 @@
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/*
|
||||
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
|
||||
*
|
||||
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
|
||||
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
|
||||
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
|
||||
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
|
||||
*
|
||||
* NOT FOR COMMERCIAL OR MALICIOUS USE
|
||||
*
|
||||
* (please read the 'LICENSE' file this repo's root directory for more info)
|
||||
*
|
||||
*/
|
||||
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#ifdef LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
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#ifndef _HAS_INCLUDED_WAVING_BLOCKS
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#define _HAS_INCLUDED_WAVING_BLOCKS
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#define _WAVING_BLOCK_TYPE_LEAF_BLOCK 1
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#define _WAVING_BLOCK_TYPE_LEAF_BLOCK_F 1.0
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#define _WAVING_BLOCK_TYPE_TALL_GRASS 2
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#define _WAVING_BLOCK_TYPE_TALL_GRASS_F 2.0
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#define _WAVING_BLOCK_TYPE_CROPS 3
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#define _WAVING_BLOCK_TYPE_CROPS_F 3.0
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM 4
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM_F 4.0
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP 5
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP_F 5.0
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#define _WAVING_BLOCK_TYPE_PLANT 6
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#define _WAVING_BLOCK_TYPE_PLANT_F 6.0
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#define _WAVING_BLOCK_TYPE_SUGARCANE 7
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#define _WAVING_BLOCK_TYPE_SUGARCANE_F 7.0
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#define _WAVING_BLOCK_TYPE_VINES 8
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#define _WAVING_BLOCK_TYPE_VINES_F 8.0
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#define _WAVING_BLOCK_TYPE_WATER_STILL 9
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#define _WAVING_BLOCK_TYPE_WATER_STILL_F 9.0
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#define _WAVING_BLOCK_TYPE_WATER_FLOW 10
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#define _WAVING_BLOCK_TYPE_WATER_FLOW_F 10.0
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#define _WAVING_BLOCK_TYPE_LILYPAD 11
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#define _WAVING_BLOCK_TYPE_LILYPAD_F 11.0
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#define _WAVING_BLOCK_TYPE_FIRE_FLOOR 12
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#define _WAVING_BLOCK_TYPE_FIRE_FLOOR_F 12.0
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#define _WAVING_BLOCK_TYPE_FIRE_WALL 13
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#define _WAVING_BLOCK_TYPE_FIRE_WALL_F 13.0
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// ignore wall fire for now, they clip
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#define _WAVING_BLOCK_MIN _WAVING_BLOCK_TYPE_LEAF_BLOCK_F
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#define _WAVING_BLOCK_MAX _WAVING_BLOCK_TYPE_FIRE_FLOOR_F
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#ifndef FAKE_SIN
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#error the FAKE_SIN function must be defined to use waving blocks
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#endif
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#define _WAVING_BLOCK_COORD_DERIVE_HACK 0.001
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#define _WAVING_BLOCK_COORD_DERIVE_HACK_05 0.0005
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#define _WAVING_BLOCK_COORD_DERIVE_HACK_INV 1000.0
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vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 amp1, in float timer) {
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float fac, fac2;
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fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
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FAKE_SIN(fac, fac2)
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fac2 *= 0.04;
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fac2 += 0.04;
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vec3 vf0, d0;
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vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
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FAKE_SIN(vf0, d0);
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d0.xyz += d0.yzx;
|
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d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
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d0.y += pos.z;
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d0.xz += pos.y;
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d0.xz += pos.zx;
|
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d0.xz -= pos.xz;
|
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vec3 ret;
|
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FAKE_SIN(d0, ret)
|
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ret *= fac2;
|
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return ret * amp1;
|
||||
}
|
||||
|
||||
vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 vf_a, in vec3 vf_b, in vec3 amp1, in vec3 amp2, in float timer) {
|
||||
float fac, fac2;
|
||||
fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
|
||||
FAKE_SIN(fac, fac2)
|
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fac2 *= 0.04;
|
||||
fac2 += 0.04;
|
||||
vec3 vf0, d0;
|
||||
vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
|
||||
FAKE_SIN(vf0, d0);
|
||||
d0.xyz += d0.yzx;
|
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d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
|
||||
d0.y += pos.z;
|
||||
d0.xz += pos.y;
|
||||
d0.xz += pos.zx;
|
||||
d0.xz -= pos.xz;
|
||||
vec3 ret;
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||||
FAKE_SIN(d0, ret)
|
||||
ret *= fac2;
|
||||
vec3 move = ret * amp1;
|
||||
vec3 pos2 = move + pos;
|
||||
fac = dot(vec4(pos2, timer), vec4(0.5, 0.5, 0.5, 0.0027));
|
||||
FAKE_SIN(fac, fac2)
|
||||
fac2 *= 0.04;
|
||||
fac2 += 0.04;
|
||||
vf0 = timer * vf_a;
|
||||
FAKE_SIN(vf0, d0);
|
||||
d0.xyz += d0.yzx;
|
||||
d0.xyz += timer * vf_b;
|
||||
d0.y += pos2.z;
|
||||
d0.xz += pos2.y;
|
||||
d0.xz += pos2.zx;
|
||||
d0.xz -= pos2.xz;
|
||||
FAKE_SIN(d0, ret)
|
||||
ret *= fac2;
|
||||
move += ret * amp2;
|
||||
return move;
|
||||
}
|
||||
|
||||
vec3 _computeWavingBlockById(in vec3 realPos, in vec3 referencePos, in vec4 wavingBlockParam, in float type) {
|
||||
int typeInt = int(type);
|
||||
highp float refY, fractY1, fractY2;
|
||||
refY = referencePos.y;
|
||||
switch(typeInt) {
|
||||
case _WAVING_BLOCK_TYPE_CROPS:
|
||||
refY += 0.0625625;
|
||||
case _WAVING_BLOCK_TYPE_TALL_GRASS:
|
||||
case _WAVING_BLOCK_TYPE_PLANT:
|
||||
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
|
||||
case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
|
||||
// check if it is the bottom half of the block,
|
||||
// if vertex is at Y = 0.0 then don't offset
|
||||
fractY1 = fract(refY + _WAVING_BLOCK_COORD_DERIVE_HACK_05);
|
||||
fractY2 = fract(refY - _WAVING_BLOCK_COORD_DERIVE_HACK_05);
|
||||
if(fractY2 > fractY1) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
vec3 ret = vec3(0.0);
|
||||
switch(typeInt) {
|
||||
case _WAVING_BLOCK_TYPE_LEAF_BLOCK:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(0.0040, 0.0064, 0.0043),
|
||||
vec3(0.0035, 0.0037, 0.0041),
|
||||
vec3(1.0, 0.2, 1.0),
|
||||
vec3(0.5, 0.1, 0.5),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_TALL_GRASS:
|
||||
case _WAVING_BLOCK_TYPE_CROPS:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(1.0, 0.2, 1.0),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_PLANT:
|
||||
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
|
||||
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(0.0041, 0.007, 0.0044),
|
||||
vec3(0.0038, 0.024, 0.0),
|
||||
vec3(0.8, 0.0, 0.8),
|
||||
vec3(0.4, 0.0, 0.4),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_SUGARCANE:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(0.3, 0.0, 0.3),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_VINES:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(0.0040, 0.0064, 0.0043),
|
||||
vec3(0.0035, 0.0037, 0.0041),
|
||||
vec3(0.5, 0.3, 0.5),
|
||||
vec3(0.25, 0.2, 0.25),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_WATER_STILL:
|
||||
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_WATER_FLOW:
|
||||
|
||||
break;
|
||||
case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
|
||||
ret = _computeWavingBlockNoise(
|
||||
referencePos,
|
||||
vec3(0.0105, 0.0096, 0.0087),
|
||||
vec3(0.0063, 0.0097, 0.0156),
|
||||
vec3(1.2, 0.4, 1.2),
|
||||
vec3(0.8, 0.8, 0.8),
|
||||
wavingBlockParam.y);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
#define COMPUTE_WAVING_BLOCKS(pos4f, amount, range, block1f, modelMatrix, viewMatrix, modelViewMatrix, wavingBlockOffset, wavingBlockParam)\
|
||||
if(block1f >= _WAVING_BLOCK_MIN && block1f <= _WAVING_BLOCK_MAX) {\
|
||||
pos4f = modelMatrix * pos4f;\
|
||||
pos4f.xyz /= pos4f.w;\
|
||||
pos4f.w = 1.0;\
|
||||
if(dot(pos4f.xyz, pos4f.xyz) < range * range) {\
|
||||
pos4f.xyz += _computeWavingBlockById(pos4f.xyz, pos4f.xyz + wavingBlockOffset, wavingBlockParam, block1f) * amount;\
|
||||
}\
|
||||
pos4f = viewMatrix * pos4f;\
|
||||
}else {\
|
||||
pos4f = modelViewMatrix * pos4f;\
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
Reference in New Issue
Block a user