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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-28 02:48:14 -05:00
Update #18 - Final release, added PBR shaders
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#line 2
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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
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (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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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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precision highp sampler2DShadow;
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in vec2 v_position2f;
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layout(location = 0) out float output1f;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2DShadow u_sunShadowDepthTexture;
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uniform sampler2D u_ditherTexture;
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uniform mat4 u_inverseViewProjMatrix4f;
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uniform vec2 u_ditherScale2f;
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uniform vec3 u_eyePosition3f;
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uniform float u_sampleStep1f;
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#define SAMPLES_PER_STEP 8.0
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#define SAMPLES_PER_STEP_1 0.125
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#ifdef COMPILE_SUN_SHADOW_LOD0
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uniform mat4 u_sunShadowMatrixLOD04f;
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#define SUN_SHADOW_MAP_FRAC 1.0
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD1
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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#define SUN_SHADOW_MAP_FRAC 0.5
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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uniform mat4 u_sunShadowMatrixLOD24f;
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#define SUN_SHADOW_MAP_FRAC 0.3333333
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#endif
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float shadow(in vec3 coords) {
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vec4 shadowSpacePosition = u_sunShadowMatrixLOD04f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
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shadowSpacePosition = u_sunShadowMatrixLOD14f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 1.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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shadowSpacePosition = u_sunShadowMatrixLOD24f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 2.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#endif
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return -1.0;
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}
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#define STEP2DST(stepNum) (stepNum * stepNum * 0.06 + stepNum * 0.05)
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void main() {
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output1f = 1.0;
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(depth < 0.00001) {
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return;
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}
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vec4 fragPos4f = vec4(v_position2f, depth, 1.0);
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fragPos4f.xyz *= 2.0;
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fragPos4f.xyz -= 1.0;
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fragPos4f = u_inverseViewProjMatrix4f * fragPos4f;
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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fragPos4f.xyz -= u_eyePosition3f;
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float viewDist = length(fragPos4f.xyz);
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fragPos4f.xyz /= viewDist;
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float sampleNum = textureLod(u_ditherTexture, u_ditherScale2f * v_position2f, 0.0).r;
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sampleNum += u_sampleStep1f * SAMPLES_PER_STEP + 1.0;
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float cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f -= SAMPLES_PER_STEP_1 - cloudSample * SAMPLES_PER_STEP_1;
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}
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