#line 2 /* * Copyright (c) 2022-2023 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) * */ #if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG) in vec4 v_position4f; #endif #ifdef COMPILE_TEXTURE_ATTRIB in vec2 v_texture2f; #endif uniform vec4 u_color4f; #ifdef COMPILE_BLEND_ADD uniform vec4 u_colorBlendSrc4f; uniform vec4 u_colorBlendAdd4f; #endif #ifdef COMPILE_COLOR_ATTRIB in vec4 v_color4f; #endif #ifdef COMPILE_NORMAL_ATTRIB in vec3 v_normal3f; #endif #ifdef COMPILE_LIGHTMAP_ATTRIB in vec2 v_lightmap2f; #endif #ifdef COMPILE_ENABLE_TEXTURE2D uniform sampler2D u_samplerTexture; #if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN) uniform vec2 u_textureCoords01; #endif #endif #ifdef COMPILE_ENABLE_LIGHTMAP uniform sampler2D u_samplerLightmap; #ifndef COMPILE_LIGHTMAP_ATTRIB uniform vec2 u_textureCoords02; #endif #endif #ifdef COMPILE_ENABLE_ALPHA_TEST uniform float u_alphaTestRef1f; #endif #ifdef COMPILE_ENABLE_MC_LIGHTING uniform int u_lightsEnabled1i; uniform vec4 u_lightsDirections4fv[4]; uniform vec3 u_lightsAmbient3f; #ifndef COMPILE_NORMAL_ATTRIB uniform vec3 u_uniformNormal3f; #endif #endif #ifdef COMPILE_ENABLE_FOG uniform vec4 u_fogParameters4f; uniform vec4 u_fogColor4f; #endif #ifdef COMPILE_ENABLE_TEX_GEN in vec3 v_objectPosition3f; uniform ivec4 u_texGenPlane4i; uniform vec4 u_texGenS4f; uniform vec4 u_texGenT4f; uniform vec4 u_texGenR4f; uniform vec4 u_texGenQ4f; uniform mat4 u_textureMat4f01; #endif #ifdef COMPILE_ENABLE_ANISOTROPIC_FIX uniform vec2 u_textureAnisotropicFix; #endif out vec4 output4f; void main() { #ifdef COMPILE_COLOR_ATTRIB vec4 color = v_color4f * u_color4f; #else vec4 color = u_color4f; #endif #ifdef COMPILE_ENABLE_TEX_GEN vec4 texGenVector; vec4 texGenPosSrc[2]; texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0); texGenPosSrc[1] = v_position4f; texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f); texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f); texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f); texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f); texGenVector = u_textureMat4f01 * texGenVector; color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w); #ifdef COMPILE_ENABLE_ALPHA_TEST if(color.a < u_alphaTestRef1f) discard; #endif #else #ifdef COMPILE_ENABLE_TEXTURE2D #ifdef COMPILE_TEXTURE_ATTRIB #ifdef COMPILE_ENABLE_ANISOTROPIC_FIX // d3d11 doesn't support GL_NEAREST upscaling with anisotropic // filtering enabled, so it needs this stupid fix to 'work' vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5; color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix); #else color *= texture(u_samplerTexture, v_texture2f); #endif #else color *= texture(u_samplerTexture, u_textureCoords01); #endif #endif #ifdef COMPILE_ENABLE_LIGHTMAP #ifdef COMPILE_LIGHTMAP_ATTRIB color *= texture(u_samplerLightmap, v_lightmap2f); #else color *= texture(u_samplerLightmap, u_textureCoords02); #endif #endif #ifdef COMPILE_ENABLE_ALPHA_TEST if(color.a < u_alphaTestRef1f) discard; #endif #endif #ifdef COMPILE_ENABLE_MC_LIGHTING #ifdef COMPILE_NORMAL_ATTRIB vec3 normal = normalize(v_normal3f); #else vec3 normal = u_uniformNormal3f; #endif float diffuse = 0.0; for(int i = 0; i < u_lightsEnabled1i; ++i) { vec4 light = u_lightsDirections4fv[i]; diffuse += max(dot(light.xyz, normal), 0.0) * light.w; } color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0); #endif #ifdef COMPILE_BLEND_ADD color.rgba = color.rgba * u_colorBlendSrc4f + u_colorBlendAdd4f; #endif #ifdef COMPILE_ENABLE_FOG vec3 fogPos = v_position4f.xyz / v_position4f.w; float dist = sqrt(dot(fogPos, fogPos)); float fogDensity = u_fogParameters4f.y; float fogStart = u_fogParameters4f.z; float fogEnd = u_fogParameters4f.w; float f = u_fogParameters4f.x > 0.0 ? 1.0 - pow(2.718, -(fogDensity * dist)) : (dist - fogStart) / (fogEnd - fogStart); color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a); #endif output4f = color; }