├── Adreno └── shaders │ ├── lang │ ├── en_US.lang │ └── zh_CN.lang │ ├── lib │ └── lib.glsl │ ├── shaders.properties │ ├── world-1 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_terrain.fsh │ └── gbuffers_terrain.vsh │ ├── world0 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_basic.fsh │ ├── gbuffers_basic.vsh │ ├── gbuffers_clouds.fsh │ ├── gbuffers_clouds.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_hand.fsh │ ├── gbuffers_hand.vsh │ ├── gbuffers_hand_water.fsh │ ├── gbuffers_hand_water.vsh │ ├── gbuffers_skybasic.fsh │ ├── gbuffers_skybasic.vsh │ ├── gbuffers_skytextured.fsh │ ├── gbuffers_skytextured.vsh │ ├── gbuffers_terrain.fsh │ ├── gbuffers_terrain.vsh │ ├── gbuffers_textured.fsh │ ├── gbuffers_textured.vsh │ ├── gbuffers_textured_lit.fsh │ ├── gbuffers_textured_lit.vsh │ ├── gbuffers_water.fsh │ ├── gbuffers_water.vsh │ ├── gbuffers_weather.fsh │ ├── gbuffers_weather.vsh │ ├── shadow.fsh │ └── shadow.vsh │ └── world1 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_terrain.fsh │ └── gbuffers_terrain.vsh ├── LICENSE ├── Mali └── shaders │ ├── lang │ ├── en_US.lang │ └── zh_CN.lang │ ├── lib │ └── lib.glsl │ ├── shaders.properties │ ├── world-1 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_terrain.fsh │ └── gbuffers_terrain.vsh │ ├── world0 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_basic.fsh │ ├── gbuffers_basic.vsh │ ├── gbuffers_clouds.fsh │ ├── gbuffers_clouds.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_hand.fsh │ ├── gbuffers_hand.vsh │ ├── gbuffers_hand_water.fsh │ ├── gbuffers_hand_water.vsh │ ├── gbuffers_skybasic.fsh │ ├── gbuffers_skybasic.vsh │ ├── gbuffers_skytextured.fsh │ ├── gbuffers_skytextured.vsh │ ├── gbuffers_terrain.fsh │ ├── gbuffers_terrain.vsh │ ├── gbuffers_textured.fsh │ ├── gbuffers_textured.vsh │ ├── gbuffers_textured_lit.fsh │ ├── gbuffers_textured_lit.vsh │ ├── gbuffers_water.fsh │ ├── gbuffers_water.vsh │ ├── gbuffers_weather.fsh │ ├── gbuffers_weather.vsh │ ├── shadow.fsh │ └── shadow.vsh │ └── world1 │ ├── composite.fsh │ ├── composite.vsh │ ├── final.fsh │ ├── final.vsh │ ├── gbuffers_entities.fsh │ ├── gbuffers_entities.vsh │ ├── gbuffers_terrain.fsh │ └── gbuffers_terrain.vsh └── README.md /Adreno/shaders/lang/en_US.lang: -------------------------------------------------------------------------------- 1 | option.ShadowMapping=ShadowMapping 2 | option.ShadowSamples=ShadowSamples 3 | option.Brightness=Brightness 4 | option.Bloom=Bloom 5 | option.BloomQuality=BloomQuality 6 | option.ChromaticAberration=ChromaticAberration 7 | option.ChromaticAberrationQuality=ChromaticAberrationQuality 8 | option.Lensflare=Lensflare 9 | option.Red=Red 10 | option.Green=Green 11 | option.Blue=Blue 12 | option.WavingPlants=WavingPlants 13 | option.WavingPlantsSpeed=WavingPlantsSpeed 14 | option.WavingLeaves=WavingLeaves 15 | option.WavingLeavesSpeed=WavingLeavesSpeed 16 | option.WaterWave=WaterWave 17 | option.UnderWaterCaustics=UnderWaterCaustics 18 | screen.CREDIT=CREDIT 19 | screen.CREDIT.comment=Thanks for the jebbyk's code contribution https://github.com/Open4Es/Open4Es-Shader-Android 20 | screen.INFO=Open4ES-Shader-Android 21 | screen.INFO.comment=Made by: §5@ENDERMANYK§r 22 | 23 | screen.WorldColor=WorldColor 24 | screen.Postprocessing=PostProcessing 25 | screen.ShadowSettings=ShadowSettings 26 | screen.WavingSettings=WavingSettings 27 | screen.WavingPlants=WavingPlants 28 | screen.WavingLeaves=WavingLeaves 29 | screen.WavingWater=WavingWater -------------------------------------------------------------------------------- /Adreno/shaders/lang/zh_CN.lang: -------------------------------------------------------------------------------- 1 | option.ShadowMapping=实时阴影 2 | option.ShadowSamples=阴影采样 3 | option.Brightness=亮度 4 | option.Bloom=泛光 5 | option.BloomQuality=泛光强度 6 | option.ChromaticAberration=色差 7 | option.ChromaticAberrationQuality=色差强度 8 | option.Lensflare=光晕 9 | option.Red=红色 10 | option.Green=绿色 11 | option.Blue=蓝色 12 | option.WavingPlants=植物晃动 13 | option.WavingPlantsSpeed=植物晃动速度 14 | option.WavingLeaves=树叶晃动 15 | option.WavingLeavesSpeed=树叶晃动速度 16 | option.WaterWave=水体晃动 17 | option.UnderWaterCaustics=水下焦散 18 | screen.CREDIT=鸣谢 19 | screen.CREDIT.comment=Thanks for the jebbyk's code contribution https://github.com/Open4Es/Open4Es-Shader-Android 20 | screen.INFO=Open4ES-Shader-Android 21 | screen.INFO.comment=Made by: §5@ENDERMANYK§r 22 | screen.WorldColor=全局颜色 23 | screen.Postprocessing=后期处理 24 | screen.ShadowSettings=阴影设置 25 | screen.WavingSettings=晃动设置 26 | screen.WavingPlants=植物晃动 27 | screen.WavingLeaves=树叶晃动 28 | screen.WavingWater=水体晃动 29 | 30 | -------------------------------------------------------------------------------- /Adreno/shaders/lib/lib.glsl: -------------------------------------------------------------------------------- 1 | //http://filmicgames.com/archives/75 2 | vec3 tonemapFilmic(vec3 color){vec3 x=max(vec3(0.),color-.004);return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+.06);} 3 | //https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl 4 | vec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;} 5 | vec2 mod289(vec2 x){return x-floor(x*(1.0/289.0))*289.0;} 6 | vec3 permute(vec3 x){return mod289(((x*34.0)+1.0)*x);} 7 | float snoise(vec2 v){const vec4 C=vec4(0.211324865405187,0.366025403784439,-0.577350269189626,0.024390243902439); 8 | vec2 i=floor(v+dot(v,C.yy));vec2 x0=v-i+dot(i,C.xx);vec2 i1;i1=(x0.x>x0.y)?vec2(1.0,0.0):vec2(0.0,1.0); 9 | vec4 x12=x0.xyxy+C.xxzz;x12.xy-=i1;i=mod289(i);vec3 p=permute(permute( i.y+vec3(0.0,i1.y,1.0))+i.x+vec3(0.0,i1.x,1.0)); 10 | vec3 m=max(0.5-vec3(dot(x0,x0),dot(x12.xy,x12.xy),dot(x12.zw,x12.zw)),0.0);m=m*m;m=m*m;vec3 x=2.0*fract(p*C.www)-1.0; 11 | vec3 h=abs(x)-0.5;vec3 ox=floor(x+0.5);vec3 a0=x-ox;m*=1.79284291400159-0.85373472095314*(a0*a0+h*h); 12 | vec3 g;g.x=a0.x*x0.x+h.x*x0.y;g.yz=a0.yz*x12.xz+h.yz*x12.yw;return 130.0*dot(m,g);} 13 | //https://www.shadertoy.com/view/4dS3Wd 14 | float hash(vec2 p){vec3 p3=fract(vec3(p.xyx)*.13);p3+=dot(p3,p3.yzx+3.333);return fract((p3.x+p3.y)*p3.z);} 15 | float noise(vec2 x){vec2 i=floor(x);vec2 f=fract(x);float a=hash(i);float b=hash(i+vec2(1.,.0));float c=hash(i+vec2(.0,1.));float d=hash(i+vec2(1.,1.));vec2 u=f*f*(3.-2.*f);return mix(a,b,u.x)+(c-a)*u.y*(1.-u.x)+(d-b)*u.x*u.y;} -------------------------------------------------------------------------------- /Adreno/shaders/shaders.properties: -------------------------------------------------------------------------------- 1 | screen=[INFO] [CREDIT] [WavingSettings] [ShadowSettings] [PostProcessing] 2 | screen.INFO=INFO 3 | screen.CREDIT=CREDIT 4 | screen.WavingSettings=[WavingPlants] [WavingLeaves] [WavingWater] 5 | screen.PostProcessing =[WorldColor] Brightness ChromaticAberration ChromaticAberrationQuality Lensflare 6 | screen.WorldColor=Red Green Blue 7 | screen.WavingWater=WaterWave UnderWaterCaustics 8 | screen.ShadowSettings=ShadowMapping ShadowSamples 9 | screen.WavingPlants=WavingPlants WavingPlantsSpeed 10 | screen.WavingLeaves=WavingLeaves WavingLeavesSpeed 11 | sliders=WavingLeavesSpeed WavingPlantsSpeed ShadowSamples ChromaticAberrationQuality Red Green Blue Brightness 12 | screen.columns=1 13 | screen.WavingSettings.columns=1 -------------------------------------------------------------------------------- /Adreno/shaders/world-1/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | 5 | varying vec2 texcoord; 6 | 7 | void main() { 8 | vec3 color = texture2D(gcolor, texcoord).rgb; 9 | 10 | /* DRAWBUFFERS:0 */ 11 | gl_FragData[0] = vec4(color, 1.0); //gcolor 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/composite.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 texcoord; 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 8 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | varying vec4 texcoord; 5 | uniform float aspectRatio; 6 | #define Bloom 7 | #define BloomQuality 1.0 //[1.0 2.0 3.0 4.0] 8 | 9 | float rand(highp vec2 coord){ 10 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 11 | } 12 | 13 | vec2 rand2d(highp vec2 coord) 14 | { 15 | float x = rand(coord); 16 | float y = rand(coord * 10000.0); 17 | return vec2(x, y); 18 | } 19 | 20 | 21 | vec3 bloom() 22 | { 23 | float bloomSteps = 4.0; 24 | float bloomRadius = 0.02; 25 | float bloomThreshold = 1.0; 26 | float bloomIntancity = 1.0; 27 | 28 | vec4 bloomTexture = vec4(0.0); 29 | 30 | float totalSteps = 0.0; 31 | for(float n = 1.0; n <= BloomQuality; n += 1.0) 32 | { 33 | for(float i = 1.0; i <= bloomSteps * n; i += 1.0){ 34 | totalSteps += 1.0; 35 | vec2 stepCoord = vec2(sin(i * 6.0 / bloomSteps), cos(i * 6.0 / bloomSteps)) * bloomRadius * vec2(1.0, aspectRatio) * n; 36 | vec2 jitterCoord = (rand2d(texcoord.xy) - 0.5) * bloomRadius; 37 | bloomTexture += texture2D(gcolor, texcoord.xy + stepCoord + jitterCoord); 38 | } 39 | } 40 | bloomTexture /= totalSteps; 41 | 42 | 43 | float brightness = (bloomTexture.r + bloomTexture.g + bloomTexture.b) / 3.0; 44 | brightness = pow(brightness, bloomThreshold); 45 | bloomTexture *= bloomIntancity * brightness; 46 | 47 | return bloomTexture.rgb; 48 | } 49 | 50 | void main() { 51 | 52 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 53 | color.r = color.r*1.8; 54 | 55 | #ifdef Bloom 56 | color.rgb += bloom(); 57 | #endif 58 | 59 | gl_FragColor = vec4(color,1.0f); 60 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/final.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 texcoord; 4 | 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | 9 | texcoord = gl_MultiTexCoord0; 10 | 11 | } 12 | -------------------------------------------------------------------------------- /Adreno/shaders/world-1/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define torchColor vec3(1.5, 0.42 , 0.045) *4.0 3 | 4 | uniform sampler2D lightmap; 5 | uniform sampler2D texture; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | varying vec2 uv0; 11 | varying vec2 uv1; 12 | 13 | void main() { 14 | vec4 color = texture2D(texture, texcoord) * glcolor; 15 | color *= texture2D(lightmap, lmcoord); 16 | color.rgb += (uv1.x * 0.0002 * torchColor); 17 | /* DRAWBUFFERS:0 */ 18 | gl_FragData[0] = color; //gcolor 19 | } -------------------------------------------------------------------------------- /Adreno/shaders/world-1/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | varying vec2 uv0; 7 | varying vec2 uv1; 8 | 9 | void main() { 10 | gl_Position = ftransform(); 11 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 12 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 13 | glcolor = gl_Color; 14 | uv0 = gl_MultiTexCoord0.xy; //Torch level 15 | uv1 = gl_MultiTexCoord1.xy; //Torch level 16 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #include "/lib/lib.glsl" 4 | #define SHADOW_MAP_BIAS 0.85 5 | #define ShadowMapping 6 | #define WaterWave 7 | #define ShadowSamples 4.0 //[1.0 2.0 4.0 8.0 16.0 32.0 64.0] 8 | #define saturate(x) clamp(x,0.,1.) 9 | 10 | uniform sampler2D gcolor; 11 | uniform sampler2D gnormal; 12 | uniform sampler2D shadow; 13 | uniform sampler2D depthtex0; 14 | uniform vec3 sunPosition; 15 | uniform vec3 moonPosition; 16 | uniform float rainStrength; 17 | uniform float frameTimeCounter; 18 | uniform int worldTime; 19 | uniform int isEyeInWater; 20 | 21 | varying vec2 lmcoord; 22 | varying vec2 texcoord; 23 | varying float extShadow; 24 | varying vec3 lightPosition; 25 | varying vec3 mySunColor; 26 | varying vec3 mySkyColor; 27 | varying vec4 positionInViewCoord; 28 | 29 | uniform vec3 cameraPosition; 30 | uniform vec3 fogColor; 31 | uniform vec3 skyColor; 32 | uniform mat4 gbufferModelView; 33 | uniform mat4 gbufferModelViewInverse; 34 | uniform mat4 gbufferProjection; 35 | uniform mat4 gbufferProjectionInverse; 36 | uniform mat4 shadowModelView; 37 | uniform mat4 shadowProjection; 38 | uniform float far; 39 | 40 | const int RG16 = 0; 41 | const int gnormalFormat = RG16; 42 | const int RGBA16 = 1; 43 | const int gcolorFormat = RGBA16; 44 | const float sunPathRotation = -40.0f; 45 | const int shadowMapResolution = 2048; 46 | const int noiseTextureResolution = 256; 47 | 48 | float rand(highp vec2 coord){ 49 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 50 | } 51 | 52 | vec2 rand2d(highp vec2 coord) 53 | { 54 | float x = rand(coord); 55 | float y = rand(coord * 10000.0); 56 | return vec2(x, y); 57 | } 58 | 59 | #ifdef ShadowMapping 60 | float shadowMapping(vec4 worldPosition, float dist) { 61 | if(dist > 0.9) //distance 62 | return extShadow; 63 | float shade = 0.0; 64 | vec4 shadowposition = shadowModelView * worldPosition; 65 | shadowposition = shadowProjection * shadowposition; 66 | float distb = sqrt(shadowposition.x * shadowposition.x + shadowposition.y * shadowposition.y); 67 | float distortFactor = (1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS; 68 | shadowposition.xy /= distortFactor; 69 | shadowposition /= shadowposition.w; 70 | shadowposition = shadowposition * 0.5 + 0.5; 71 | 72 | float shadowSamplesRadius = 0.001; 73 | 74 | for(float i = 1.0; i <= ShadowSamples; i += 1.0) 75 | { 76 | vec2 sampleCoord = rand2d(shadowposition.xy * i) - 0.5; 77 | float shadowDepth = texture2D(shadow, shadowposition.st + sampleCoord * shadowSamplesRadius).z; 78 | if(shadowDepth + 0.0005 < shadowposition.z ){ 79 | shade += 1.0; 80 | } 81 | } 82 | shade /= ShadowSamples; 83 | 84 | shade -= clamp((dist - 0.7) * 5.0, 0.0, 1.0); 85 | shade = clamp(shade, 0.0, 1.0); 86 | return max(shade, extShadow); 87 | } 88 | #endif 89 | void main() { 90 | vec4 color = texture2D(gcolor, texcoord.st); 91 | #ifdef ShadowMapping 92 | float indoor=smoothstep(.95,1.,lmcoord.y); 93 | float cave=smoothstep(.7,1.,lmcoord.y); 94 | float day=saturate(skyColor.r*2.); 95 | float sunset=saturate((fogColor.r-.1)-fogColor.b); 96 | float depth = texture2D(depthtex0, texcoord.st).x; 97 | vec4 viewPosition = gbufferProjectionInverse * vec4(texcoord.s * 2.0 - 1.0, texcoord.t * 2.0 - 1.0, 2.0 * depth - 1.0, 1.0f); 98 | viewPosition /= viewPosition.w; 99 | vec4 worldPosition = gbufferModelViewInverse * viewPosition; 100 | float dist = length(worldPosition.xyz) / far; 101 | float shade = shadowMapping(worldPosition, dist); 102 | if(12000= SUNRISE - FADE_START && worldTime <= SUNRISE + FADE_START) 27 | { 28 | extShadow = 0.0; 29 | if(worldTime < SUNRISE - FADE_END) extShadow -= float(SUNRISE - FADE_END - worldTime) / float(FADE_END); else if(worldTime > SUNRISE + FADE_END) 30 | extShadow -= float(worldTime - SUNRISE - FADE_END) / float(FADE_END); 31 | } 32 | else if(worldTime >= SUNSET - FADE_START && worldTime <= SUNSET + FADE_START) 33 | { 34 | extShadow = 1.0; 35 | if(worldTime < SUNSET - FADE_END) extShadow -= float(SUNSET - FADE_END - worldTime) / float(FADE_END); else if(worldTime > SUNSET + FADE_END) 36 | extShadow -= float(worldTime - SUNSET - FADE_END) / float(FADE_END); 37 | } 38 | else 39 | extShadow = 0.0; 40 | 41 | if(worldTime < SUNSET || worldTime > SUNRISE) 42 | lightPosition = normalize(sunPosition); 43 | else 44 | lightPosition = normalize(moonPosition); 45 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #define INFO 4 | #define Red 1.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 5 | #define Green 1.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 6 | #define Blue 1.1 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 7 | #define Brightness 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 8 | //#define Bloom 9 | #define BloomQuality 1.0 //[1.0 2.0 3.0 4.0] 10 | //#define ChromaticAberration 11 | #define ChromaticAberrationQuality 1.0 //[1.0 2.0 4.0 8.0] 12 | #define Lensflare 13 | 14 | #define MANHATTAN_DISTANCE(DELTA) abs(DELTA.x)+abs(DELTA.y) 15 | 16 | #define LENS_FLARE(COLOR, UV, LFPOS, LFSIZE, LFCOLOR) { \ 17 | vec2 delta = UV - LFPOS; delta.x *= aspectRatio; \ 18 | if(MANHATTAN_DISTANCE(delta) < LFSIZE * 2.0) { \ 19 | float d = max(LFSIZE - sqrt(dot(delta, delta)), 0.0); \ 20 | COLOR += LFCOLOR.rgb * LFCOLOR.a * smoothstep(0.0, LFSIZE, d) * sunVisibility;\ 21 | } } 22 | 23 | #define LF1SIZE 0.4 24 | #define LF2SIZE 0.6 25 | #define LF3SIZE 0.5 26 | #define LF4SIZE 0.7 27 | #define LF5SIZE 0.4 28 | #define LF6SIZE 0.5 29 | #define LF7SIZE 0.02 30 | #define LF8SIZE 0.01 31 | #define LF9SIZE 0.03 32 | #define LF10SIZE 0.05 33 | #define LF11SIZE 0.01 34 | #define LF12SIZE 0.1 35 | #define LF13SIZE 0.1 36 | 37 | uniform sampler2D gcolor; 38 | uniform sampler2D gaux1;//colortex4 39 | uniform sampler2D depthtex0; 40 | 41 | uniform float rainStrength; 42 | uniform float aspectRatio; 43 | 44 | uniform mat4 gbufferProjection; 45 | uniform mat4 gbufferProjectionInverse; 46 | uniform mat4 gbufferPreviousProjection; 47 | uniform mat4 gbufferModelViewInverse; 48 | uniform mat4 gbufferPreviousModelView; 49 | 50 | uniform vec3 cameraPosition; 51 | uniform vec3 previousCameraPosition; 52 | 53 | uniform int worldTime; 54 | 55 | varying vec2 texcoord; 56 | varying float sunVisibility; 57 | varying vec2 lf1Pos; 58 | varying vec2 lf2Pos; 59 | varying vec2 lf3Pos; 60 | varying vec2 lf4Pos; 61 | varying vec2 lf5Pos; 62 | varying vec2 lf6Pos; 63 | varying vec2 lf7Pos; 64 | varying vec2 lf8Pos; 65 | varying vec2 lf9Pos; 66 | varying vec2 lf10Pos; 67 | varying vec2 lf11Pos; 68 | varying vec2 lf12Pos; 69 | varying vec2 lf13Pos; 70 | 71 | const vec4 LF1COLOR = vec4(1.0, 1.0, 0.9, 0.15); 72 | const vec4 LF2COLOR = vec4(0.9, 1.0, 0.7, 0.15); 73 | const vec4 LF3COLOR = vec4(1.0, 0.7, 0.0, 0.15); 74 | const vec4 LF4COLOR = vec4(0.9, 0.1, 0.0, 0.15); 75 | const vec4 LF5COLOR = vec4(0.2, 0.06, 0.6, 0.4); 76 | const vec4 LF6COLOR = vec4(0.4, 0.03, 1.0, 0.2); 77 | const vec4 LF7COLOR = vec4(0.4, 0.9, 0.9, 1.0); 78 | const vec4 LF8COLOR = vec4(0.4, 0.4, 1.0, 1.0); 79 | const vec4 LF9COLOR = vec4(0.3, 0.4, 1.0, 1.0); 80 | const vec4 LF10COLOR = vec4(1.5, 0.85, 0.45, 0.3); 81 | const vec4 LF11COLOR = vec4(1.3, 0.8, 0.4, 0.5); 82 | const vec4 LF12COLOR = vec4(1.3, 1.0, 1.0, 0.4); 83 | const vec4 LF13COLOR = vec4(1.0, 1.0, 1.0, 0.1); 84 | 85 | 86 | float A = 0.2; 87 | float B = 0.50; 88 | float C = 0.10 ; 89 | float D = 0.20; 90 | float E = 0.02; 91 | float F = 0.30; 92 | float W = 13.134; 93 | 94 | vec3 uncharted2Tonemap(vec3 x) { 95 | return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; 96 | } 97 | 98 | #ifdef Lensflare 99 | vec3 lensFlare(vec3 color, vec2 uv) { 100 | if(sunVisibility <= 0.0 || rainStrength >= 0.3) 101 | return color; 102 | LENS_FLARE(color, uv, lf1Pos, LF1SIZE, LF1COLOR); 103 | LENS_FLARE(color, uv, lf2Pos, LF2SIZE, LF2COLOR); 104 | LENS_FLARE(color, uv, lf3Pos, LF3SIZE, LF3COLOR); 105 | LENS_FLARE(color, uv, lf4Pos, LF4SIZE, LF4COLOR); 106 | LENS_FLARE(color, uv, lf5Pos, LF5SIZE, LF5COLOR); 107 | LENS_FLARE(color, uv, lf6Pos, LF6SIZE, LF6COLOR); 108 | LENS_FLARE(color, uv, lf7Pos, LF7SIZE, LF7COLOR); 109 | LENS_FLARE(color, uv, lf8Pos, LF8SIZE, LF8COLOR); 110 | LENS_FLARE(color, uv, lf9Pos, LF9SIZE, LF9COLOR); 111 | LENS_FLARE(color, uv, lf10Pos, LF10SIZE, LF10COLOR); 112 | LENS_FLARE(color, uv, lf11Pos, LF11SIZE, LF11COLOR); 113 | LENS_FLARE(color, uv, lf12Pos, LF12SIZE, LF12COLOR); 114 | LENS_FLARE(color, uv, lf13Pos, LF13SIZE, LF13COLOR); 115 | return color; 116 | } 117 | #endif 118 | 119 | float rand(highp vec2 coord){ 120 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 121 | } 122 | 123 | vec2 rand2d(highp vec2 coord) 124 | { 125 | float x = rand(coord); 126 | float y = rand(coord * 10000.0); 127 | return vec2(x, y); 128 | } 129 | 130 | 131 | vec3 bloom() 132 | { 133 | float bloomSteps = 4.0; 134 | float bloomRadius = 0.02; 135 | float bloomThreshold = 1.0; 136 | float bloomIntancity = 1.0; 137 | 138 | vec4 bloomTexture = vec4(0.0); 139 | 140 | float totalSteps = 0.0; 141 | for(float n = 1.0; n <= BloomQuality; n += 1.0) 142 | { 143 | for(float i = 1.0; i <= bloomSteps * n; i += 1.0){ 144 | totalSteps += 1.0; 145 | vec2 stepCoord = vec2(sin(i * 6.0 / bloomSteps), cos(i * 6.0 / bloomSteps)) * bloomRadius * vec2(1.0, aspectRatio) * n; 146 | vec2 jitterCoord = (rand2d(texcoord.xy) - 0.5) * bloomRadius; 147 | bloomTexture += texture2D(gcolor, texcoord.xy + stepCoord + jitterCoord); 148 | } 149 | } 150 | bloomTexture /= totalSteps; 151 | 152 | 153 | float brightness = (bloomTexture.r + bloomTexture.g + bloomTexture.b) / 3.0; 154 | brightness = pow(brightness, bloomThreshold); 155 | bloomTexture *= bloomIntancity * brightness; 156 | 157 | return bloomTexture.rgb; 158 | } 159 | 160 | vec3 chromaticAberration() 161 | { 162 | float distortion = 0.1; 163 | float edge = 4.0; 164 | 165 | float mask = length(texcoord.xy - 0.5); 166 | mask = pow(mask, edge); 167 | 168 | vec3 result = vec3(0.0); 169 | 170 | for(float i = 1.0; i <= ChromaticAberrationQuality; i += 1.0 ){ 171 | vec2 dir = normalize(texcoord.xy - 0.5); 172 | result.r += texture2D(gcolor, texcoord.xy - (dir * (i/ChromaticAberrationQuality) * distortion * mask)).r; 173 | result.g += texture2D(gcolor, texcoord.xy - (dir * (i/ChromaticAberrationQuality) * 0.66 * distortion * mask)).g; 174 | result.b += texture2D(gcolor, texcoord.xy - (dir * (i/ChromaticAberrationQuality) * 0.33 * distortion * mask)).b; 175 | } 176 | 177 | result /= ChromaticAberrationQuality; 178 | 179 | return result; 180 | } 181 | 182 | void main() { 183 | 184 | #ifdef ChromaticAberration 185 | vec3 color = chromaticAberration(); 186 | #else 187 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 188 | #endif 189 | 190 | color.r = (color.r*Red)+(color.b+color.g)*(-0.1); 191 | color.g = (color.g*Green)+(color.r+color.b)*(-0.1); 192 | color.b = (color.b*Blue)+(color.r+color.g)*(-0.1); 193 | 194 | #ifdef Lensflare 195 | color = lensFlare(color, texcoord.st); 196 | #endif 197 | 198 | #ifdef Bloom 199 | color.rgb += bloom(); 200 | #endif 201 | 202 | color = pow(color, vec3(1.4)); 203 | if(12000= -1.0 && ndcSunPosition.x <= 1.0 && 50 | ndcSunPosition.y >= -1.0 && ndcSunPosition.y <= 1.0 && 51 | ndcSunPosition.z >= -1.0 && ndcSunPosition.z <= 1.0) 52 | { 53 | screenSunPosition = ndcSunPosition.xy * 0.5 + 0.5; 54 | for(int x = -4; x <= 4; x++) 55 | { 56 | for(int y = -4; y <= 4; y++) 57 | { 58 | float depth = texture2DLod(depthtex0, screenSunPosition.st + vec2(float(x), float(y)) * pixelSize, 0.0).r; 59 | if(depth > 0.9999) 60 | sunVisibility += 1.0 / 81.0; 61 | } 62 | } 63 | float shortestDis = min( min(screenSunPosition.s, 1.0 - screenSunPosition.s), 64 | min(screenSunPosition.t, 1.0 - screenSunPosition.t)); 65 | sunVisibility *= smoothstep(0.0, 0.2, clamp(shortestDis, 0.0, 0.2)); 66 | 67 | vec2 dir = vec2(0.5) - screenSunPosition; 68 | lf1Pos = vec2(0.5) + dir * LF1POS; 69 | lf2Pos = vec2(0.5) + dir * LF2POS; 70 | lf3Pos = vec2(0.5) + dir * LF3POS; 71 | lf4Pos = vec2(0.5) + dir * LF4POS; 72 | lf5Pos = vec2(0.5) + dir * LF5POS; 73 | lf6Pos = vec2(0.5) + dir * LF6POS; 74 | lf7Pos = vec2(0.5) + dir * LF7POS; 75 | lf8Pos = vec2(0.5) + dir * LF8POS; 76 | lf9Pos = vec2(0.5) + dir * LF9POS; 77 | lf10Pos = vec2(0.5) + dir * LF10POS; 78 | lf11Pos = vec2(0.5) + dir * LF11POS; 79 | lf12Pos = vec2(0.5) + dir * LF12POS; 80 | lf13Pos = vec2(0.5) + dir * LF13POS; 81 | 82 | } 83 | 84 | } 85 | -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_basic.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | 5 | /* DRAWBUFFERS:0 */ 6 | void main() { 7 | gl_FragData[0] = color; 8 | 9 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_basic.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | 5 | void main() { 6 | 7 | gl_Position = ftransform(); 8 | color = gl_Color; 9 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_clouds.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | //#define VANILLA_CLOUDS 4 | uniform sampler2D texture; 5 | uniform float far; 6 | uniform vec3 fogColor; 7 | uniform vec3 skyColor; 8 | 9 | varying vec2 texcoord; 10 | varying vec3 cPos; 11 | varying vec3 wPos; 12 | varying vec4 glcolor; 13 | 14 | /* DRAWBUFFERS:0 */ 15 | void main(){ 16 | #ifdef VANILLA_CLOUDS 17 | vec4 color=texture2D(texture,texcoord)*glcolor; 18 | diffuse.rgb=mix(diffuse.rgb,fogColor,smoothstep(0.,far,length(wPos.xz))); 19 | gl_FragData[0]=color; 20 | #else 21 | discard; 22 | #endif 23 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_clouds.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform mat4 gbufferModelView; 4 | uniform mat4 gbufferModelViewInverse; 5 | uniform vec3 sunPosition; 6 | uniform vec3 cameraPosition; 7 | 8 | varying vec2 texcoord; 9 | varying vec3 cPos; 10 | varying vec3 wPos; 11 | varying vec4 glcolor; 12 | 13 | void main(){ 14 | gl_Position=ftransform(); 15 | texcoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy; 16 | glcolor=gl_Color; 17 | vec4 pos=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex; 18 | cPos=pos.xyz+cameraPosition; 19 | wPos=pos.xyz; 20 | gl_Position=gl_ProjectionMatrix*gbufferModelView*pos; 21 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_hand.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_hand.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_hand_water.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_hand_water.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_skybasic.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform float viewHeight; 4 | uniform float viewWidth; 5 | uniform mat4 gbufferModelView; 6 | uniform mat4 gbufferProjectionInverse; 7 | uniform vec3 fogColor; 8 | uniform vec3 skyColor; 9 | 10 | varying vec4 starData; //rgb = star color, a = flag for weather or not this pixel is a star. 11 | 12 | float fogify(float x, float w) { 13 | return w / (x * x + w); 14 | } 15 | 16 | vec3 calcSkyColor(vec3 pos) { 17 | float upDot = dot(pos, gbufferModelView[1].xyz); //not much, what's up with you? 18 | return mix(skyColor, fogColor, fogify(max(upDot, 0.0), 0.25)); 19 | } 20 | 21 | void main() { 22 | vec3 color; 23 | if (starData.a > 0.5) { 24 | color = starData.rgb; 25 | } 26 | else { 27 | vec4 pos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight) * 2.0 - 1.0, 1.0, 1.0); 28 | pos = gbufferProjectionInverse * pos; 29 | color = calcSkyColor(normalize(pos.xyz)); 30 | } 31 | 32 | /* DRAWBUFFERS:0 */ 33 | gl_FragData[0] = vec4(color, 1.0); //gcolor 34 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_skybasic.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 starData; //rgb = star color, a = flag for weather or not this pixel is a star. 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | starData = vec4(gl_Color.rgb, float(gl_Color.r == gl_Color.g && gl_Color.g == gl_Color.b && gl_Color.r > 0.0)); 8 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_skytextured.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec2 texcoord; 6 | varying vec4 glcolor; 7 | 8 | void main() { 9 | vec4 color = texture2D(texture, texcoord) * glcolor; 10 | 11 | /* DRAWBUFFERS:0 */ 12 | gl_FragData[0] = color; //gcolor 13 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_skytextured.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 texcoord; 4 | varying vec4 glcolor; 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 9 | glcolor = gl_Color; 10 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define saturate(x) clamp(x,0.0,1.0) 3 | #define lightColor vec3(1.5, 0.42 , 0.045) 4 | #define UnderWaterCaustics 5 | 6 | uniform sampler2D texture; 7 | uniform sampler2D lightmap; 8 | uniform sampler2D noisetex; 9 | uniform vec3 cameraPosition; 10 | uniform mat4 gbufferModelViewInverse; 11 | uniform int worldTime; 12 | uniform vec3 fogColor; 13 | uniform vec3 skyColor; 14 | uniform float far; 15 | uniform float rainStrength; 16 | uniform int isEyeInWater; 17 | 18 | varying vec2 lmcoord; 19 | varying vec2 texcoord; 20 | varying vec4 glcolor; 21 | varying vec2 uv0; 22 | varying vec2 uv1; 23 | varying vec3 wPos; 24 | varying float flag1; 25 | varying float flag2; 26 | varying float flag3; 27 | varying float flag4; 28 | varying float flag5; 29 | varying float flag6; 30 | varying float flag7; 31 | varying vec4 positionInViewCoord; 32 | 33 | const int noiseTextureResolution = 256; 34 | 35 | float getCaustics(vec4 positionInWorldCoord) { 36 | 37 | // wave 38 | float speed1 = float(worldTime) / 1920.0; 39 | vec3 coord1 = positionInWorldCoord.xyz / 128.0; 40 | coord1.x += speed1; 41 | coord1.z += speed1 * 0.2; 42 | float noise1 = texture2D(noisetex, coord1.xz).x; 43 | 44 | // mix 45 | float speed2 = float(worldTime) / 896.0; 46 | vec3 coord2 = positionInWorldCoord.xyz / 128.0; 47 | coord2.x -= speed2 * 0.15 + noise1 * 0.05; // wave 48 | coord2.z -= speed2 * 0.7 - noise1 * 0.05; 49 | float noise2 = texture2D(noisetex, coord2.xz).x; 50 | 51 | return noise1 /*+ noise2*/; 52 | } 53 | 54 | /* DRAWBUFFERS:0 */ 55 | void main() { 56 | 57 | vec4 diffuse = texture2D(texture, texcoord) * glcolor; 58 | diffuse *= texture2D(lightmap, lmcoord); 59 | vec4 positionInWorldCoord = gbufferModelViewInverse * positionInViewCoord; 60 | positionInWorldCoord.xyz += cameraPosition; 61 | float caustics = getCaustics(positionInWorldCoord); 62 | #ifdef UnderWaterCaustics 63 | if(isEyeInWater==1){ 64 | diffuse.rgb *= 1.0 + caustics*0.25;} 65 | #endif 66 | float indoor=smoothstep(.95,1.,lmcoord.y); 67 | float cave=smoothstep(.7,1.,lmcoord.y); 68 | float day=saturate(skyColor.r*2.); 69 | float sunset=saturate((fogColor.r-.1)-fogColor.b); 70 | if(flag1 >= 0.5){ 71 | if(1.0 == smoothstep(0.2 , 0.6 , texture2D(texture, texcoord).b)){ 72 | diffuse.rgb += vec3(0.7 , 0.7 , 1.5) * texture2D(texture, texcoord).b; 73 | } 74 | } 75 | if(flag2 >= 0.5){ 76 | if(texture2D(texture, texcoord).b < texture2D(texture, texcoord).r){ 77 | diffuse.rgb += vec3(1.5 , 0.4 , 0.4) * texture2D(texture, texcoord).r; 78 | } 79 | } 80 | if(flag3 >= 0.5){ 81 | if(texture2D(texture, texcoord).r < texture2D(texture, texcoord).g){ 82 | diffuse.rgb += vec3(0.4 , 1.5 , 0.4) * texture2D(texture, texcoord).g; 83 | } 84 | } 85 | if(flag4 >= 0.5){ 86 | if(0.8 < texture2D(texture, texcoord).r){ 87 | diffuse.rgb += vec3(1.5 , 1.5 , 0.4) * texture2D(texture, texcoord).r; 88 | } 89 | } 90 | if(flag5 >= 0.5){ 91 | if(0.6 < texture2D(texture, texcoord).r){ 92 | diffuse.rgb += vec3(1.5 , 0.8 , 0.7) * texture2D(texture, texcoord).r; 93 | } 94 | } 95 | if(flag6 >= 0.5){ 96 | if(0.4 > texture2D(texture, texcoord).b || 0.4 > texture2D(texture, texcoord).g){ 97 | diffuse.rgb += vec3(0.4 , 0.4 , 1.5) * texture2D(texture, texcoord).b; 98 | } 99 | } 100 | if(flag7 >= 0.5){ 101 | diffuse.rgb += (texture2D(texture, texcoord).r * texture2D(texture, texcoord).g) + vec3(2.0 , 0.0 , 0.0); 102 | } 103 | //lighting 104 | diffuse.rgb+=mix(lightColor*max(lmcoord.x-.5,0.),vec3(.0),(indoor*.5+day*1.5)*.5); 105 | diffuse.rgb+=mix(vec3(0.),vec3(.0,.0,1.8)*max(lmcoord.x-.67,0.),saturate(float(isEyeInWater))); 106 | //Fog 107 | diffuse.rgb=mix(diffuse.rgb,(pow(skyColor,vec3(5.4))+fogColor)/vec3(2.),smoothstep(0.,far,length(wPos.zx))*rainStrength); 108 | 109 | gl_FragData[0] = diffuse; 110 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define WavingPlants 3 | #define WavingLeaves 4 | #define WavingPlantsSpeed 0.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] 5 | #define WavingLeavesSpeed 0.07 //[0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2] 6 | 7 | attribute vec4 mc_Entity; 8 | attribute vec4 mc_midTexCoord; 9 | 10 | uniform sampler2D noisetex; 11 | 12 | uniform mat4 gbufferModelView; 13 | uniform mat4 gbufferModelViewInverse; 14 | uniform mat4 gbufferProjection; 15 | uniform mat4 gbufferProjectionInverse; 16 | 17 | uniform float frameTimeCounter; 18 | uniform float rainStrength; 19 | 20 | varying vec2 lmcoord; 21 | varying vec2 texcoord; 22 | varying vec4 glcolor; 23 | varying vec3 wPos; 24 | varying vec2 uv0; 25 | varying vec2 uv1; 26 | varying float isOre; 27 | varying float flag1; 28 | varying float flag2; 29 | varying float flag3; 30 | varying float flag4; 31 | varying float flag5; 32 | varying float flag6; 33 | varying float flag7; 34 | varying vec4 positionInViewCoord; 35 | 36 | void main(){ 37 | positionInViewCoord = gl_ModelViewMatrix * gl_Vertex; 38 | gl_Position = gbufferProjection * positionInViewCoord; 39 | vec4 position = gl_Vertex; 40 | vec4 pos=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex; 41 | #ifdef WavingPlants 42 | if((mc_Entity.x == 31.0 || mc_Entity.x == 141.0 || mc_Entity.x == 142.0 || mc_Entity.x == 59.0 || mc_Entity.x == 127.0|| mc_Entity.x == 32.0 || mc_Entity.x == 37.0 || mc_Entity.x == 38.0 || mc_Entity.x == 115.0 || mc_Entity.x == 6.0 || mc_Entity.x == 39.0 || 43 | mc_Entity.x == 40.0 || mc_Entity.x == 104.0 || mc_Entity.x == 105.0) && gl_MultiTexCoord0.t < mc_midTexCoord.t) 44 | { 45 | vec3 noise = texture2D(noisetex, position.xz / 256.0).rgb; 46 | float maxStrength = 1.0 + rainStrength * 0.5; 47 | float time = frameTimeCounter * 3.0; 48 | float reset = cos(noise.z * 10.0 + time * 0.1); 49 | reset = max( reset * reset, max(rainStrength, 0.1)); 50 | position.x += sin(noise.x * 10.0 + time) * WavingPlantsSpeed * reset * maxStrength; 51 | position.z += sin(noise.y * 10.0 + time) * WavingPlantsSpeed * reset * maxStrength; 52 | } 53 | #endif 54 | #ifdef WavingLeaves 55 | if(mc_Entity.x == 18.0 || mc_Entity.x == 106.0 || mc_Entity.x == 161.0 || mc_Entity.x == 175.0) 56 | { 57 | vec3 noise = texture2D(noisetex, (position.xz + 0.5) / 16.0).rgb; 58 | float maxStrength = 1.0 + rainStrength * 0.5; 59 | float time = frameTimeCounter * 3.0; 60 | float reset = cos(noise.z * 10.0 + time * 0.1); 61 | reset = max( reset * reset, max(rainStrength, 0.1)); 62 | position.x += sin(noise.x * 10.0 + time) * WavingLeavesSpeed * reset * maxStrength; 63 | position.z += sin(noise.y * 10.0 + time) * WavingLeavesSpeed * reset * maxStrength; 64 | } 65 | #endif 66 | position = gl_ModelViewMatrix * position; 67 | gl_Position = gl_ProjectionMatrix * position; 68 | gl_FogFragCoord = length(position.xyz); 69 | flag1 = 0.0; 70 | flag2 = 0.0; 71 | flag3 = 0.0; 72 | flag4 = 0.0; 73 | flag5 = 0.0; 74 | flag6 = 0.0; 75 | flag7 = 0.0; 76 | glcolor = gl_Color; 77 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 78 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 79 | uv0 = gl_MultiTexCoord0.xy; //Torch level 80 | uv1 = gl_MultiTexCoord1.xy; //Torch level 81 | wPos=pos.xyz; 82 | //if(mc_Entity.x == 56.0||mc_Entity.x == 73.0||mc_Entity.x == 129.0||mc_Entity.x == 14.0||mc_Entity.x == 15.0||mc_Entity.x == 21.0||mc_Entity.x == 79.0)isOre=1.0; 83 | if(mc_Entity.x == 56.0){ 84 | flag1 = 1.0; 85 | } 86 | if(mc_Entity.x == 73.0){ 87 | flag2 = 1.0; 88 | } 89 | if(mc_Entity.x == 129.0){ 90 | flag3 = 1.0; 91 | } 92 | if(mc_Entity.x == 14.0){ 93 | flag4 = 1.0; 94 | } 95 | if(mc_Entity.x == 15.0){ 96 | flag5 = 1.0; 97 | } 98 | if(mc_Entity.x == 21.0){ 99 | flag6 = 1.0; 100 | } 101 | if(mc_Entity.x == 74.0){ 102 | flag7 = 1.0; 103 | } 104 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_textured.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec4 color; 6 | varying vec4 texcoord; 7 | 8 | /* DRAWBUFFERS:0 */ 9 | void main() { 10 | gl_FragData[0] = texture2D(texture, texcoord.st) * color; 11 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_textured.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | varying vec4 texcoord; 5 | 6 | 7 | void main() { 8 | vec4 position = gl_ModelViewMatrix * gl_Vertex; 9 | gl_Position = gl_ProjectionMatrix * position; 10 | color = gl_Color; 11 | texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_textured_lit.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_textured_lit.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_water.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #define WaterColor vec3(0.1, 0.6, 0.9) 4 | #define WaterWave 5 | uniform sampler2D texture; 6 | uniform sampler2D lightmap; 7 | uniform sampler2D noisetex; 8 | uniform vec3 cameraPosition; 9 | uniform mat4 gbufferModelViewInverse; 10 | uniform int worldTime; 11 | uniform int isEyeInWater; 12 | uniform float frameTimeCounter; 13 | varying vec2 lmcoord; 14 | varying vec2 texcoord; 15 | varying vec4 glcolor; 16 | varying vec3 cPos; 17 | varying vec3 wPos; 18 | varying float waterHeight; 19 | varying vec2 uv1; 20 | varying float waterFlag; 21 | varying vec3 normal; 22 | varying vec4 positionInViewCoord; 23 | const int noiseTextureResolution = 128; 24 | 25 | #ifdef WaterWave 26 | vec3 getWave(vec3 color, vec4 positionInWorldCoord) { 27 | 28 | // wave 29 | float speed1 = float(worldTime) / 1920.0; 30 | vec3 coord1 = positionInWorldCoord.xyz / 128.0; 31 | coord1.x += speed1; 32 | coord1.z += speed1 * 0.2; 33 | float noise1 = texture2D(noisetex, coord1.xz).x; 34 | 35 | //mix 36 | float speed2 = float(worldTime) / 896.0; 37 | vec3 coord2 = positionInWorldCoord.xyz / 128.0; 38 | coord2.x -= speed2 * 0.15 + noise1 * 0.05; // wave 39 | coord2.z -= speed2 * 0.7 - noise1 * 0.05; 40 | float noise2 = texture2D(noisetex, coord2.xz).x; 41 | 42 | color *= noise1 * 0.6 + 0.4; 43 | 44 | return color; 45 | } 46 | #endif 47 | void main() { 48 | vec4 color = texture2D(texture, texcoord) * glcolor; 49 | color *= texture2D(lightmap, lmcoord); 50 | #ifdef WaterWave 51 | vec4 positionInWorldCoord = gbufferModelViewInverse * positionInViewCoord; 52 | positionInWorldCoord.xyz += cameraPosition; 53 | vec3 finalColor = WaterColor; 54 | finalColor = getWave(WaterColor, positionInWorldCoord); 55 | //float cosine = dot(normalize(positionInViewCoord.xyz), normalize(normal)); 56 | //cosine = clamp(abs(cosine), 0, 1); 57 | //float factor = pow(1.0 - cosine, 4); 58 | if(waterFlag >= 0.5){ 59 | gl_FragData[0] = vec4(mix(WaterColor*0.3,finalColor,finalColor),0.7); //Color 60 | return; 61 | } 62 | #endif 63 | /* DRAWBUFFERS:0 */ 64 | gl_FragData[0] = color; //gcolor 65 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_water.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define lerp(x , y , a) x * (1.0 - a) + y * a //mix 3 | uniform vec3 cameraPosition; 4 | uniform mat4 gbufferModelView; 5 | uniform mat4 gbufferModelViewInverse; 6 | uniform mat4 gbufferProjection; 7 | uniform mat4 gbufferProjectionInverse; 8 | uniform int worldTime; 9 | uniform float frameTimeCounter; 10 | attribute vec4 mc_Entity; 11 | varying vec2 lmcoord; 12 | varying vec2 texcoord; 13 | varying vec4 glcolor; 14 | varying vec3 cPos; 15 | varying vec3 wPos; 16 | varying float waterHeight; 17 | varying vec2 uv1; 18 | varying float waterFlag; 19 | varying vec3 normal; 20 | varying vec4 positionInViewCoord; 21 | 22 | 23 | 24 | 25 | void main() { 26 | positionInViewCoord = gl_ModelViewMatrix * gl_Vertex; 27 | gl_Position = gbufferProjection * positionInViewCoord; 28 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 29 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 30 | glcolor = gl_Color; 31 | normal = gl_NormalMatrix * gl_Normal; 32 | 33 | 34 | waterFlag = 0.0; 35 | 36 | cPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz + cameraPosition; 37 | wPos = (gbufferModelViewInverse * (gl_ModelViewMatrix * gl_Vertex)).xyz; 38 | 39 | /*highp float waterWave = 40 | sin(noise(frameTimeCounter + (cPos.xz + cPos.xy + cPos.xz + cPos.xx + cPos.yy + cPos.zz ) *0.2 41 | + noise(frameTimeCounter + (cPos.xz + cPos.xy + cPos.xz + cPos.xx + cPos.yy + cPos.zz)*0.2))) *2.0; //Water wave */ 42 | 43 | if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0){ 44 | waterFlag = 1.0; 45 | 46 | //gl_Position.y -= waterWave * 0.2; //Water height 47 | uv1 = gl_MultiTexCoord1.xy; //Torch level 48 | } 49 | 50 | //waterHeight = waterWave; 51 | } 52 | -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_weather.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | varying vec4 texcoord; 5 | varying vec4 lmcoord; 6 | 7 | uniform sampler2D texture; 8 | 9 | void main() { 10 | 11 | /* DRAWBUFFERS:7 */ 12 | 13 | vec4 tex = texture2D(texture, texcoord.xy)*color; 14 | gl_FragData[0] = tex; 15 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/gbuffers_weather.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | 4 | varying vec4 color; 5 | varying vec4 texcoord; 6 | varying vec4 lmcoord; 7 | 8 | void main() { 9 | 10 | gl_Position = ftransform(); 11 | 12 | color = gl_Color; 13 | 14 | texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; 15 | 16 | lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1; 17 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/shadow.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec4 texcoord; 6 | 7 | void main() { 8 | gl_FragData[0] = texture2D(texture, texcoord.st); 9 | } -------------------------------------------------------------------------------- /Adreno/shaders/world0/shadow.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #define SHADOW_MAP_BIAS 0.85 4 | 5 | varying vec4 texcoord; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | float dist = length(gl_Position.xy); 10 | float distortFactor = (1.0 - SHADOW_MAP_BIAS ) + dist * SHADOW_MAP_BIAS ; 11 | gl_Position.xy /= distortFactor; 12 | texcoord = gl_MultiTexCoord0; 13 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | 5 | varying vec2 texcoord; 6 | 7 | void main() { 8 | vec3 color = texture2D(gcolor, texcoord).rgb; 9 | 10 | /* DRAWBUFFERS:0 */ 11 | gl_FragData[0] = vec4(color, 1.0); //gcolor 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/composite.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 texcoord; 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 8 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | varying vec4 texcoord; 5 | 6 | void main() { 7 | 8 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 9 | color.r = color.r*0.8; 10 | color.g = color.g*0.9; 11 | color.b = color.b*0.7; 12 | gl_FragColor = vec4(color,1.0f); 13 | } 14 | -------------------------------------------------------------------------------- /Adreno/shaders/world1/final.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 texcoord; 4 | 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | 9 | texcoord = gl_MultiTexCoord0; 10 | 11 | } 12 | -------------------------------------------------------------------------------- /Adreno/shaders/world1/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define torchColor vec3(1.5, 0.42 , 0.045) *4.0 3 | 4 | uniform sampler2D lightmap; 5 | uniform sampler2D texture; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | varying vec2 uv0; 11 | varying vec2 uv1; 12 | 13 | void main() { 14 | vec4 color = texture2D(texture, texcoord) * glcolor; 15 | color *= texture2D(lightmap, lmcoord); 16 | color.rgb += (uv1.x * 0.0002 * torchColor); 17 | /* DRAWBUFFERS:0 */ 18 | gl_FragData[0] = color; //gcolor 19 | } -------------------------------------------------------------------------------- /Adreno/shaders/world1/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 lmcoord; 4 | varying vec2 texcoord; 5 | varying vec4 glcolor; 6 | varying vec2 uv0; 7 | varying vec2 uv1; 8 | 9 | void main() { 10 | gl_Position = ftransform(); 11 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 12 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 13 | glcolor = gl_Color; 14 | uv0 = gl_MultiTexCoord0.xy; //Torch level 15 | uv1 = gl_MultiTexCoord1.xy; //Torch level 16 | } 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Mali/shaders/lang/en_US.lang: -------------------------------------------------------------------------------- 1 | option.ShadowMapping=ShadowMapping 2 | option.ShadowSamples=ShadowSamples 3 | option.Brightness=Brightness 4 | option.Bloom=Bloom 5 | option.BloomQuality=BloomQuality 6 | option.ChromaticAberration=ChromaticAberration 7 | option.ChromaticAberrationQuality=ChromaticAberrationQuality 8 | option.Lensflare=Lensflare 9 | option.Red=Red 10 | option.Green=Green 11 | option.Blue=Blue 12 | option.WavingPlants=WavingPlants 13 | option.WavingPlantsSpeed=WavingPlantsSpeed 14 | option.WavingLeaves=WavingLeaves 15 | option.WavingLeavesSpeed=WavingLeavesSpeed 16 | option.WaterWave=WaterWave 17 | option.UnderWaterCaustics=UnderWaterCaustics 18 | screen.CREDIT=CREDIT 19 | screen.CREDIT.comment=Thanks for the jebbyk's code contribution https://github.com/Open4Es/Open4Es-Shader-Android 20 | screen.INFO=Open4ES-Shader-Android 21 | screen.INFO.comment=Made by: §5@ENDERMANYK§r 22 | 23 | screen.WorldColor=WorldColor 24 | screen.Postprocessing=PostProcessing 25 | screen.ShadowSettings=ShadowSettings 26 | screen.WavingSettings=WavingSettings 27 | screen.WavingPlants=WavingPlants 28 | screen.WavingLeaves=WavingLeaves 29 | screen.WavingWater=WavingWater -------------------------------------------------------------------------------- /Mali/shaders/lang/zh_CN.lang: -------------------------------------------------------------------------------- 1 | option.ShadowMapping=实时阴影 2 | option.ShadowSamples=阴影采样 3 | option.Brightness=亮度 4 | option.Bloom=泛光 5 | option.BloomQuality=泛光强度 6 | option.ChromaticAberration=色差 7 | option.ChromaticAberrationQuality=色差强度 8 | option.Lensflare=光晕 9 | option.Red=红色 10 | option.Green=绿色 11 | option.Blue=蓝色 12 | option.WavingPlants=植物晃动 13 | option.WavingPlantsSpeed=植物晃动速度 14 | option.WavingLeaves=树叶晃动 15 | option.WavingLeavesSpeed=树叶晃动速度 16 | option.WaterWave=水体晃动 17 | option.UnderWaterCaustics=水下焦散 18 | screen.CREDIT=鸣谢 19 | screen.CREDIT.comment=Thanks for the jebbyk's code contribution https://github.com/Open4Es/Open4Es-Shader-Android 20 | screen.INFO=Open4ES-Shader-Android 21 | screen.INFO.comment=Made by: §5@ENDERMANYK§r 22 | screen.WorldColor=全局颜色 23 | screen.Postprocessing=后期处理 24 | screen.ShadowSettings=阴影设置 25 | screen.WavingSettings=晃动设置 26 | screen.WavingPlants=植物晃动 27 | screen.WavingLeaves=树叶晃动 28 | screen.WavingWater=水体晃动 29 | 30 | -------------------------------------------------------------------------------- /Mali/shaders/lib/lib.glsl: -------------------------------------------------------------------------------- 1 | //http://filmicgames.com/archives/75 2 | vec3 tonemapFilmic(vec3 color){vec3 x=max(vec3(0.),color-.004);return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+.06);} 3 | //https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl 4 | vec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;} 5 | vec2 mod289(vec2 x){return x-floor(x*(1.0/289.0))*289.0;} 6 | vec3 permute(vec3 x){return mod289(((x*34.0)+1.0)*x);} 7 | float snoise(vec2 v){const vec4 C=vec4(0.211324865405187,0.366025403784439,-0.577350269189626,0.024390243902439); 8 | vec2 i=floor(v+dot(v,C.yy));vec2 x0=v-i+dot(i,C.xx);vec2 i1;i1=(x0.x>x0.y)?vec2(1.0,0.0):vec2(0.0,1.0); 9 | vec4 x12=x0.xyxy+C.xxzz;x12.xy-=i1;i=mod289(i);vec3 p=permute(permute( i.y+vec3(0.0,i1.y,1.0))+i.x+vec3(0.0,i1.x,1.0)); 10 | vec3 m=max(0.5-vec3(dot(x0,x0),dot(x12.xy,x12.xy),dot(x12.zw,x12.zw)),0.0);m=m*m;m=m*m;vec3 x=2.0*fract(p*C.www)-1.0; 11 | vec3 h=abs(x)-0.5;vec3 ox=floor(x+0.5);vec3 a0=x-ox;m*=1.79284291400159-0.85373472095314*(a0*a0+h*h); 12 | vec3 g;g.x=a0.x*x0.x+h.x*x0.y;g.yz=a0.yz*x12.xz+h.yz*x12.yw;return 130.0*dot(m,g);} 13 | //https://www.shadertoy.com/view/4dS3Wd 14 | float hash(vec2 p){vec3 p3=fract(vec3(p.xyx)*.13);p3+=dot(p3,p3.yzx+3.333);return fract((p3.x+p3.y)*p3.z);} 15 | float noise(vec2 x){vec2 i=floor(x);vec2 f=fract(x);float a=hash(i);float b=hash(i+vec2(1.,.0));float c=hash(i+vec2(.0,1.));float d=hash(i+vec2(1.,1.));vec2 u=f*f*(3.-2.*f);return mix(a,b,u.x)+(c-a)*u.y*(1.-u.x)+(d-b)*u.x*u.y;} -------------------------------------------------------------------------------- /Mali/shaders/shaders.properties: -------------------------------------------------------------------------------- 1 | screen=[INFO] [CREDIT] [WavingSettings] [ShadowSettings] [PostProcessing] 2 | screen.INFO=INFO 3 | screen.CREDIT=CREDIT 4 | screen.WavingSettings=[WavingPlants] [WavingLeaves] [WavingWater] 5 | screen.PostProcessing =[WorldColor] Brightness ChromaticAberration ChromaticAberrationQuality Lensflare 6 | screen.WorldColor=Red Green Blue 7 | screen.WavingWater=WaterWave UnderWaterCaustics 8 | screen.ShadowSettings=ShadowMapping ShadowSamples 9 | screen.WavingPlants=WavingPlants WavingPlantsSpeed 10 | screen.WavingLeaves=WavingLeaves WavingLeavesSpeed 11 | sliders=WavingLeavesSpeed WavingPlantsSpeed ShadowSamples ChromaticAberrationQuality Red Green Blue Brightness 12 | screen.columns=1 13 | screen.WavingSettings.columns=1 -------------------------------------------------------------------------------- /Mali/shaders/world-1/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | 5 | varying vec2 texcoord; 6 | 7 | void main() { 8 | vec3 color = texture2D(gcolor, texcoord).rgb; 9 | 10 | /* DRAWBUFFERS:0 */ 11 | gl_FragData[0] = vec4(color, 1.0); //gcolor 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/composite.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 texcoord; 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 8 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | varying vec4 texcoord; 5 | uniform float aspectRatio; 6 | #define Bloom 7 | #define BloomQuality 1.0 //[1.0 2.0 3.0 4.0] 8 | 9 | float rand(highp vec2 coord){ 10 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 11 | } 12 | 13 | vec2 rand2d(highp vec2 coord) 14 | { 15 | float x = rand(coord); 16 | float y = rand(coord * 10000.0); 17 | return vec2(x, y); 18 | } 19 | 20 | 21 | vec3 bloom() 22 | { 23 | float bloomSteps = 4.0; 24 | float bloomRadius = 0.02; 25 | float bloomThreshold = 1.0; 26 | float bloomIntancity = 1.0; 27 | 28 | vec4 bloomTexture = vec4(0.0); 29 | 30 | float totalSteps = 0.0; 31 | for(float n = 1.0; n <= BloomQuality; n += 1.0) 32 | { 33 | for(float i = 1.0; i <= bloomSteps * n; i += 1.0){ 34 | totalSteps += 1.0; 35 | vec2 stepCoord = vec2(sin(i * 6.0 / bloomSteps), cos(i * 6.0 / bloomSteps)) * bloomRadius * vec2(1.0, aspectRatio) * n; 36 | vec2 jitterCoord = (rand2d(texcoord.xy) - 0.5) * bloomRadius; 37 | bloomTexture += texture2D(gcolor, texcoord.xy + stepCoord + jitterCoord); 38 | } 39 | } 40 | bloomTexture /= totalSteps; 41 | 42 | 43 | float brightness = (bloomTexture.r + bloomTexture.g + bloomTexture.b) / 3.0; 44 | brightness = pow(brightness, bloomThreshold); 45 | bloomTexture *= bloomIntancity * brightness; 46 | 47 | return bloomTexture.rgb; 48 | } 49 | 50 | void main() { 51 | 52 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 53 | color.r = color.r*1.8; 54 | 55 | #ifdef Bloom 56 | color.rgb += bloom(); 57 | #endif 58 | 59 | gl_FragColor = vec4(color,1.0f); 60 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/final.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 texcoord; 4 | 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | 9 | texcoord = gl_MultiTexCoord0; 10 | 11 | } 12 | -------------------------------------------------------------------------------- /Mali/shaders/world-1/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define torchColor vec3(1.5, 0.42 , 0.045) *4.0 3 | 4 | uniform sampler2D lightmap; 5 | uniform sampler2D texture; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | varying vec2 uv0; 11 | varying vec2 uv1; 12 | 13 | void main() { 14 | vec4 color = texture2D(texture, texcoord) * glcolor; 15 | color *= texture2D(lightmap, lmcoord); 16 | color.rgb += (uv1.x * 0.0002 * torchColor); 17 | /* DRAWBUFFERS:0 */ 18 | gl_FragData[0] = color; //gcolor 19 | } -------------------------------------------------------------------------------- /Mali/shaders/world-1/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | out vec2 uv0; 7 | out vec2 uv1; 8 | 9 | void main() { 10 | gl_Position = ftransform(); 11 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 12 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 13 | glcolor = gl_Color; 14 | uv0 = gl_MultiTexCoord0.xy; //Torch level 15 | uv1 = gl_MultiTexCoord1.xy; //Torch level 16 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #include "/lib/lib.glsl" 4 | #define SHADOW_MAP_BIAS 0.85 5 | #define ShadowMapping 6 | #define WaterWave 7 | #define ShadowSamples 4.0 //[1.0 2.0 4.0 8.0 16.0 32.0 64.0] 8 | #define saturate(x) clamp(x,0.,1.) 9 | 10 | uniform sampler2D gcolor; 11 | uniform sampler2D gnormal; 12 | uniform sampler2D shadow; 13 | uniform sampler2D depthtex0; 14 | uniform vec3 sunPosition; 15 | uniform vec3 moonPosition; 16 | uniform float rainStrength; 17 | uniform float frameTimeCounter; 18 | uniform int worldTime; 19 | uniform int isEyeInWater; 20 | 21 | varying vec2 lmcoord; 22 | varying vec2 texcoord; 23 | varying float extShadow; 24 | varying vec3 lightPosition; 25 | varying vec3 mySunColor; 26 | varying vec3 mySkyColor; 27 | varying vec4 positionInViewCoord; 28 | 29 | uniform vec3 cameraPosition; 30 | uniform vec3 fogColor; 31 | uniform vec3 skyColor; 32 | uniform mat4 gbufferModelView; 33 | uniform mat4 gbufferModelViewInverse; 34 | uniform mat4 gbufferProjection; 35 | uniform mat4 gbufferProjectionInverse; 36 | uniform mat4 shadowModelView; 37 | uniform mat4 shadowProjection; 38 | uniform float far; 39 | 40 | const int RG16 = 0; 41 | const int gnormalFormat = RG16; 42 | const int RGBA16 = 1; 43 | const int gcolorFormat = RGBA16; 44 | const float sunPathRotation = -40.0f; 45 | const int shadowMapResolution = 2048; 46 | const int noiseTextureResolution = 256; 47 | 48 | float rand(highp vec2 coord){ 49 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 50 | } 51 | 52 | vec2 rand2d(highp vec2 coord) 53 | { 54 | float x = rand(coord); 55 | float y = rand(coord * 10000.0); 56 | return vec2(x, y); 57 | } 58 | 59 | #ifdef ShadowMapping 60 | float shadowMapping(vec4 worldPosition, float dist) { 61 | if(dist > 0.9) //distance 62 | return extShadow; 63 | float shade = 0.0; 64 | vec4 shadowposition = shadowModelView * worldPosition; 65 | shadowposition = shadowProjection * shadowposition; 66 | float distb = sqrt(shadowposition.x * shadowposition.x + shadowposition.y * shadowposition.y); 67 | float distortFactor = (1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS; 68 | shadowposition.xy /= distortFactor; 69 | shadowposition /= shadowposition.w; 70 | shadowposition = shadowposition * 0.5 + 0.5; 71 | 72 | float shadowSamplesRadius = 0.001; 73 | 74 | for(float i = 1.0; i <= ShadowSamples; i += 1.0) 75 | { 76 | vec2 sampleCoord = rand2d(shadowposition.xy * i) - 0.5; 77 | float shadowDepth = texture2D(shadow, shadowposition.st + sampleCoord * shadowSamplesRadius).z; 78 | if(shadowDepth + 0.0005 < shadowposition.z ){ 79 | shade += 1.0; 80 | } 81 | } 82 | shade /= ShadowSamples; 83 | 84 | shade -= clamp((dist - 0.7) * 5.0, 0.0, 1.0); 85 | shade = clamp(shade, 0.0, 1.0); 86 | return max(shade, extShadow); 87 | } 88 | #endif 89 | void main() { 90 | vec4 color = texture2D(gcolor, texcoord.st); 91 | #ifdef ShadowMapping 92 | float indoor=smoothstep(.95,1.,lmcoord.y); 93 | float cave=smoothstep(.7,1.,lmcoord.y); 94 | float day=saturate(skyColor.r*2.); 95 | float sunset=saturate((fogColor.r-.1)-fogColor.b); 96 | float depth = texture2D(depthtex0, texcoord.st).x; 97 | vec4 viewPosition = gbufferProjectionInverse * vec4(texcoord.s * 2.0 - 1.0, texcoord.t * 2.0 - 1.0, 2.0 * depth - 1.0, 1.0f); 98 | viewPosition /= viewPosition.w; 99 | vec4 worldPosition = gbufferModelViewInverse * viewPosition; 100 | float dist = length(worldPosition.xyz) / far; 101 | float shade = shadowMapping(worldPosition, dist); 102 | if(12000= SUNRISE - FADE_START && worldTime <= SUNRISE + FADE_START) 27 | { 28 | extShadow = 0.0; 29 | if(worldTime < SUNRISE - FADE_END) extShadow -= float(SUNRISE - FADE_END - worldTime) / float(FADE_END); else if(worldTime > SUNRISE + FADE_END) 30 | extShadow -= float(worldTime - SUNRISE - FADE_END) / float(FADE_END); 31 | } 32 | else if(worldTime >= SUNSET - FADE_START && worldTime <= SUNSET + FADE_START) 33 | { 34 | extShadow = 1.0; 35 | if(worldTime < SUNSET - FADE_END) extShadow -= float(SUNSET - FADE_END - worldTime) / float(FADE_END); else if(worldTime > SUNSET + FADE_END) 36 | extShadow -= float(worldTime - SUNSET - FADE_END) / float(FADE_END); 37 | } 38 | else 39 | extShadow = 0.0; 40 | 41 | if(worldTime < SUNSET || worldTime > SUNRISE) 42 | lightPosition = normalize(sunPosition); 43 | else 44 | lightPosition = normalize(moonPosition); 45 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #define INFO 4 | #define Red 1.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 5 | #define Green 1.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 6 | #define Blue 1.1 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 7 | #define Brightness 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0] 8 | //#define Bloom 9 | #define BloomQuality 1.0 //[1.0 2.0 3.0 4.0] 10 | //#define ChromaticAberration 11 | #define ChromaticAberrationQuality 1.0 //[1.0 2.0 4.0 8.0] 12 | #define Lensflare 13 | 14 | #define MANHATTAN_DISTANCE(DELTA) abs(DELTA.x)+abs(DELTA.y) 15 | 16 | #define LENS_FLARE(COLOR, UV, LFPOS, LFSIZE, LFCOLOR) { \ 17 | vec2 delta = UV - LFPOS; delta.x *= aspectRatio; \ 18 | if(MANHATTAN_DISTANCE(delta) < LFSIZE * 2.0) { \ 19 | float d = max(LFSIZE - sqrt(dot(delta, delta)), 0.0); \ 20 | COLOR += LFCOLOR.rgb * LFCOLOR.a * smoothstep(0.0, LFSIZE, d) * sunVisibility;\ 21 | } } 22 | 23 | #define LF1SIZE 0.4 24 | #define LF2SIZE 0.6 25 | #define LF3SIZE 0.5 26 | #define LF4SIZE 0.7 27 | #define LF5SIZE 0.4 28 | #define LF6SIZE 0.5 29 | #define LF7SIZE 0.02 30 | #define LF8SIZE 0.01 31 | #define LF9SIZE 0.03 32 | #define LF10SIZE 0.05 33 | #define LF11SIZE 0.01 34 | #define LF12SIZE 0.1 35 | #define LF13SIZE 0.1 36 | 37 | uniform sampler2D gcolor; 38 | uniform sampler2D gaux1;//colortex4 39 | uniform sampler2D depthtex0; 40 | 41 | uniform float rainStrength; 42 | uniform float aspectRatio; 43 | 44 | uniform mat4 gbufferProjection; 45 | uniform mat4 gbufferProjectionInverse; 46 | uniform mat4 gbufferPreviousProjection; 47 | uniform mat4 gbufferModelViewInverse; 48 | uniform mat4 gbufferPreviousModelView; 49 | 50 | uniform vec3 cameraPosition; 51 | uniform vec3 previousCameraPosition; 52 | 53 | uniform int worldTime; 54 | 55 | varying vec2 texcoord; 56 | varying float sunVisibility; 57 | varying vec2 lf1Pos; 58 | varying vec2 lf2Pos; 59 | varying vec2 lf3Pos; 60 | varying vec2 lf4Pos; 61 | varying vec2 lf5Pos; 62 | varying vec2 lf6Pos; 63 | varying vec2 lf7Pos; 64 | varying vec2 lf8Pos; 65 | varying vec2 lf9Pos; 66 | varying vec2 lf10Pos; 67 | varying vec2 lf11Pos; 68 | varying vec2 lf12Pos; 69 | varying vec2 lf13Pos; 70 | 71 | const vec4 LF1COLOR = vec4(1.0, 1.0, 0.9, 0.15); 72 | const vec4 LF2COLOR = vec4(0.9, 1.0, 0.7, 0.15); 73 | const vec4 LF3COLOR = vec4(1.0, 0.7, 0.0, 0.15); 74 | const vec4 LF4COLOR = vec4(0.9, 0.1, 0.0, 0.15); 75 | const vec4 LF5COLOR = vec4(0.2, 0.06, 0.6, 0.4); 76 | const vec4 LF6COLOR = vec4(0.4, 0.03, 1.0, 0.2); 77 | const vec4 LF7COLOR = vec4(0.4, 0.9, 0.9, 1.0); 78 | const vec4 LF8COLOR = vec4(0.4, 0.4, 1.0, 1.0); 79 | const vec4 LF9COLOR = vec4(0.3, 0.4, 1.0, 1.0); 80 | const vec4 LF10COLOR = vec4(1.5, 0.85, 0.45, 0.3); 81 | const vec4 LF11COLOR = vec4(1.3, 0.8, 0.4, 0.5); 82 | const vec4 LF12COLOR = vec4(1.3, 1.0, 1.0, 0.4); 83 | const vec4 LF13COLOR = vec4(1.0, 1.0, 1.0, 0.1); 84 | 85 | 86 | float A = 0.2; 87 | float B = 0.50; 88 | float C = 0.10 ; 89 | float D = 0.20; 90 | float E = 0.02; 91 | float F = 0.30; 92 | float W = 13.134; 93 | 94 | vec3 uncharted2Tonemap(vec3 x) { 95 | return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; 96 | } 97 | 98 | #ifdef Lensflare 99 | vec3 lensFlare(vec3 color, vec2 uv) { 100 | if(sunVisibility <= 0.0) 101 | return color; 102 | LENS_FLARE(color, uv, lf1Pos, LF1SIZE, LF1COLOR); 103 | LENS_FLARE(color, uv, lf2Pos, LF2SIZE, LF2COLOR); 104 | LENS_FLARE(color, uv, lf3Pos, LF3SIZE, LF3COLOR); 105 | LENS_FLARE(color, uv, lf4Pos, LF4SIZE, LF4COLOR); 106 | LENS_FLARE(color, uv, lf5Pos, LF5SIZE, LF5COLOR); 107 | LENS_FLARE(color, uv, lf6Pos, LF6SIZE, LF6COLOR); 108 | LENS_FLARE(color, uv, lf7Pos, LF7SIZE, LF7COLOR); 109 | LENS_FLARE(color, uv, lf8Pos, LF8SIZE, LF8COLOR); 110 | LENS_FLARE(color, uv, lf9Pos, LF9SIZE, LF9COLOR); 111 | LENS_FLARE(color, uv, lf10Pos, LF10SIZE, LF10COLOR); 112 | LENS_FLARE(color, uv, lf11Pos, LF11SIZE, LF11COLOR); 113 | LENS_FLARE(color, uv, lf12Pos, LF12SIZE, LF12COLOR); 114 | LENS_FLARE(color, uv, lf13Pos, LF13SIZE, LF13COLOR); 115 | return color; 116 | } 117 | #endif 118 | 119 | float rand(highp vec2 coord){ 120 | return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); 121 | } 122 | 123 | vec2 rand2d(highp vec2 coord) 124 | { 125 | float x = rand(coord); 126 | float y = rand(coord * 10000.0); 127 | return vec2(x, y); 128 | } 129 | 130 | 131 | vec3 bloom() 132 | { 133 | float bloomSteps = 4.0; 134 | float bloomRadius = 0.02; 135 | float bloomThreshold = 1.0; 136 | float bloomIntancity = 1.0; 137 | 138 | vec4 bloomTexture = vec4(0.0); 139 | 140 | float totalSteps = 0.0; 141 | for(float n = 1.0; n <= BloomQuality; n += 1.0) 142 | { 143 | for(float i = 1.0; i <= bloomSteps * n; i += 1.0){ 144 | totalSteps += 1.0; 145 | vec2 stepCoord = vec2(sin(i * 6.0 / bloomSteps), cos(i * 6.0 / bloomSteps)) * bloomRadius * vec2(1.0, aspectRatio) * n; 146 | vec2 jitterCoord = (rand2d(texcoord.xy) - 0.5) * bloomRadius; 147 | bloomTexture += texture2D(gcolor, texcoord.xy + stepCoord + jitterCoord); 148 | } 149 | } 150 | bloomTexture /= totalSteps; 151 | 152 | 153 | float brightness = (bloomTexture.r + bloomTexture.g + bloomTexture.b) / 3.0; 154 | brightness = pow(brightness, bloomThreshold); 155 | bloomTexture *= bloomIntancity * brightness; 156 | 157 | return bloomTexture.rgb; 158 | } 159 | 160 | vec3 chromaticAberration() 161 | { 162 | float distortion = 0.1; 163 | float edge = 4.0; 164 | 165 | float mask = length(texcoord.xy - 0.5); 166 | mask = pow(mask, edge); 167 | 168 | vec3 result = vec3(0.0); 169 | 170 | for(float i = 1.0; i <= ChromaticAberrationQuality; i += 1.0 ){ 171 | vec2 dir = normalize(texcoord.xy - 0.5); 172 | vec2 ant = dir * (i/ChromaticAberrationQuality) * distortion * mask; // I'm bad at naming things 173 | result.r += texture2D(gcolor, texcoord.xy - ant).r; 174 | result.g += texture2D(gcolor, texcoord.xy - 0.66 * ant).g; 175 | result.b += texture2D(gcolor, texcoord.xy - 0.33 * ant).b; 176 | } 177 | 178 | result /= ChromaticAberrationQuality; 179 | 180 | return result; 181 | } 182 | 183 | void main() { 184 | 185 | #ifdef ChromaticAberration 186 | vec3 color = chromaticAberration(); 187 | #else 188 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 189 | #endif 190 | 191 | color.r = (color.r*Red)+(color.b+color.g)*(-0.1); 192 | color.g = (color.g*Green)+(color.r+color.b)*(-0.1); 193 | color.b = (color.b*Blue)+(color.r+color.g)*(-0.1); 194 | 195 | #ifdef Lensflare 196 | color = lensFlare(color, texcoord.st); 197 | #endif 198 | 199 | #ifdef Bloom 200 | color.rgb += bloom(); 201 | #endif 202 | 203 | color = pow(color, vec3(1.4)); 204 | if(12000= -1.0 && ndcSunPosition.x <= 1.0 && 50 | ndcSunPosition.y >= -1.0 && ndcSunPosition.y <= 1.0 && 51 | ndcSunPosition.z >= -1.0 && ndcSunPosition.z <= 1.0) 52 | { 53 | screenSunPosition = ndcSunPosition.xy * 0.5 + 0.5; 54 | for(int x = -4; x <= 4; x++) 55 | { 56 | for(int y = -4; y <= 4; y++) 57 | { 58 | float depth = textureLod(depthtex0, screenSunPosition.st + vec2(float(x), float(y)) * pixelSize, 0.0).r; 59 | if(depth > 0.9999) 60 | sunVisibility += 1.0 / 81.0; 61 | } 62 | } 63 | float shortestDis = min( min(screenSunPosition.s, 1.0 - screenSunPosition.s), 64 | min(screenSunPosition.t, 1.0 - screenSunPosition.t)); 65 | sunVisibility *= smoothstep(0.0, 0.2, clamp(shortestDis, 0.0, 0.2)); 66 | 67 | vec2 dir = vec2(0.5) - screenSunPosition; 68 | lf1Pos = vec2(0.5) + dir * LF1POS; 69 | lf2Pos = vec2(0.5) + dir * LF2POS; 70 | lf3Pos = vec2(0.5) + dir * LF3POS; 71 | lf4Pos = vec2(0.5) + dir * LF4POS; 72 | lf5Pos = vec2(0.5) + dir * LF5POS; 73 | lf6Pos = vec2(0.5) + dir * LF6POS; 74 | lf7Pos = vec2(0.5) + dir * LF7POS; 75 | lf8Pos = vec2(0.5) + dir * LF8POS; 76 | lf9Pos = vec2(0.5) + dir * LF9POS; 77 | lf10Pos = vec2(0.5) + dir * LF10POS; 78 | lf11Pos = vec2(0.5) + dir * LF11POS; 79 | lf12Pos = vec2(0.5) + dir * LF12POS; 80 | lf13Pos = vec2(0.5) + dir * LF13POS; 81 | 82 | } 83 | 84 | } 85 | -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_basic.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | 5 | /* DRAWBUFFERS:0 */ 6 | void main() { 7 | gl_FragData[0] = color; 8 | 9 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_basic.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | 5 | void main() { 6 | 7 | gl_Position = ftransform(); 8 | color = gl_Color; 9 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_clouds.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | //#define VANILLA_CLOUDS 4 | uniform sampler2D texture; 5 | uniform float far; 6 | uniform vec3 fogColor; 7 | uniform vec3 skyColor; 8 | 9 | varying vec2 texcoord; 10 | varying vec3 cPos; 11 | varying vec3 wPos; 12 | varying vec4 glcolor; 13 | 14 | /* DRAWBUFFERS:0 */ 15 | void main(){ 16 | #ifdef VANILLA_CLOUDS 17 | vec4 color=texture2D(texture,texcoord)*glcolor; 18 | diffuse.rgb=mix(diffuse.rgb,fogColor,smoothstep(0.,far,length(wPos.xz))); 19 | gl_FragData[0]=color; 20 | #else 21 | discard; 22 | #endif 23 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_clouds.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform mat4 gbufferModelView; 4 | uniform mat4 gbufferModelViewInverse; 5 | uniform vec3 sunPosition; 6 | uniform vec3 cameraPosition; 7 | 8 | varying vec2 texcoord; 9 | varying vec3 cPos; 10 | varying vec3 wPos; 11 | varying vec4 glcolor; 12 | 13 | void main(){ 14 | gl_Position=ftransform(); 15 | texcoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy; 16 | glcolor=gl_Color; 17 | vec4 pos=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex; 18 | cPos=pos.xyz+cameraPosition; 19 | wPos=pos.xyz; 20 | gl_Position=gl_ProjectionMatrix*gbufferModelView*pos; 21 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_hand.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_hand.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_hand_water.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_hand_water.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_skybasic.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform float viewHeight; 4 | uniform float viewWidth; 5 | uniform mat4 gbufferModelView; 6 | uniform mat4 gbufferProjectionInverse; 7 | uniform vec3 fogColor; 8 | uniform vec3 skyColor; 9 | 10 | varying vec4 starData; //rgb = star color, a = flag for weather or not this pixel is a star. 11 | 12 | float fogify(float x, float w) { 13 | return w / (x * x + w); 14 | } 15 | 16 | vec3 calcSkyColor(vec3 pos) { 17 | float upDot = dot(pos, gbufferModelView[1].xyz); //not much, what's up with you? 18 | return mix(skyColor, fogColor, fogify(max(upDot, 0.0), 0.25)); 19 | } 20 | 21 | void main() { 22 | vec3 color; 23 | if (starData.a > 0.5) { 24 | color = starData.rgb; 25 | } 26 | else { 27 | vec4 pos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight) * 2.0 - 1.0, 1.0, 1.0); 28 | pos = gbufferProjectionInverse * pos; 29 | color = calcSkyColor(normalize(pos.xyz)); 30 | } 31 | 32 | /* DRAWBUFFERS:0 */ 33 | gl_FragData[0] = vec4(color, 1.0); //gcolor 34 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_skybasic.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 starData; //rgb = star color, a = flag for weather or not this pixel is a star. 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | starData = vec4(gl_Color.rgb, float(gl_Color.r == gl_Color.g && gl_Color.g == gl_Color.b && gl_Color.r > 0.0)); 8 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_skytextured.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec2 texcoord; 6 | varying vec4 glcolor; 7 | 8 | void main() { 9 | vec4 color = texture2D(texture, texcoord) * glcolor; 10 | 11 | /* DRAWBUFFERS:0 */ 12 | gl_FragData[0] = color; //gcolor 13 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_skytextured.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 texcoord; 4 | out vec4 glcolor; 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 9 | glcolor = gl_Color; 10 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define saturate(x) clamp(x,0.0,1.0) 3 | #define lightColor vec3(1.5, 0.42 , 0.045) 4 | #define UnderWaterCaustics 5 | 6 | uniform sampler2D texture; 7 | uniform sampler2D lightmap; 8 | uniform sampler2D noisetex; 9 | uniform vec3 cameraPosition; 10 | uniform mat4 gbufferModelViewInverse; 11 | uniform int worldTime; 12 | uniform vec3 fogColor; 13 | uniform vec3 skyColor; 14 | uniform float far; 15 | uniform float rainStrength; 16 | uniform int isEyeInWater; 17 | 18 | varying vec2 lmcoord; 19 | varying vec2 texcoord; 20 | varying vec4 glcolor; 21 | varying vec2 uv0; 22 | varying vec2 uv1; 23 | varying vec3 wPos; 24 | varying float flag1; 25 | varying float flag2; 26 | varying float flag3; 27 | varying float flag4; 28 | varying float flag5; 29 | varying float flag6; 30 | varying float flag7; 31 | varying vec4 positionInViewCoord; 32 | 33 | const int noiseTextureResolution = 256; 34 | 35 | float getCaustics(vec4 positionInWorldCoord) { 36 | 37 | // wave 38 | float speed1 = float(worldTime) / 1920.0; 39 | vec3 coord1 = positionInWorldCoord.xyz / 128.0; 40 | coord1.x += speed1; 41 | coord1.z += speed1 * 0.2; 42 | float noise1 = texture2D(noisetex, coord1.xz).x; 43 | 44 | // mix 45 | float speed2 = float(worldTime) / 896.0; 46 | vec3 coord2 = positionInWorldCoord.xyz / 128.0; 47 | coord2.x -= speed2 * 0.15 + noise1 * 0.05; // wave 48 | coord2.z -= speed2 * 0.7 - noise1 * 0.05; 49 | float noise2 = texture2D(noisetex, coord2.xz).x; 50 | 51 | return noise1 /*+ noise2*/; 52 | } 53 | 54 | /* DRAWBUFFERS:0 */ 55 | void main() { 56 | 57 | vec4 diffuse = texture2D(texture, texcoord) * glcolor; 58 | diffuse *= texture2D(lightmap, lmcoord); 59 | vec4 positionInWorldCoord = gbufferModelViewInverse * positionInViewCoord; 60 | positionInWorldCoord.xyz += cameraPosition; 61 | float caustics = getCaustics(positionInWorldCoord); 62 | #ifdef UnderWaterCaustics 63 | if(isEyeInWater==1){ 64 | diffuse.rgb *= 1.0 + caustics*0.25;} 65 | #endif 66 | float indoor=smoothstep(.95,1.,lmcoord.y); 67 | float cave=smoothstep(.7,1.,lmcoord.y); 68 | float day=saturate(skyColor.r*2.); 69 | float sunset=saturate((fogColor.r-.1)-fogColor.b); 70 | if(flag1 >= 0.5){ 71 | if(1.0 == smoothstep(0.2 , 0.6 , texture2D(texture, texcoord).b)){ 72 | diffuse.rgb += vec3(0.7 , 0.7 , 1.5) * texture2D(texture, texcoord).b; 73 | } 74 | } 75 | if(flag2 >= 0.5){ 76 | if(texture2D(texture, texcoord).b < texture2D(texture, texcoord).r){ 77 | diffuse.rgb += vec3(1.5 , 0.4 , 0.4) * texture2D(texture, texcoord).r; 78 | } 79 | } 80 | if(flag3 >= 0.5){ 81 | if(texture2D(texture, texcoord).r < texture2D(texture, texcoord).g){ 82 | diffuse.rgb += vec3(0.4 , 1.5 , 0.4) * texture2D(texture, texcoord).g; 83 | } 84 | } 85 | if(flag4 >= 0.5){ 86 | if(0.8 < texture2D(texture, texcoord).r){ 87 | diffuse.rgb += vec3(1.5 , 1.5 , 0.4) * texture2D(texture, texcoord).r; 88 | } 89 | } 90 | if(flag5 >= 0.5){ 91 | if(0.6 < texture2D(texture, texcoord).r){ 92 | diffuse.rgb += vec3(1.5 , 0.8 , 0.7) * texture2D(texture, texcoord).r; 93 | } 94 | } 95 | if(flag6 >= 0.5){ 96 | if(0.4 > texture2D(texture, texcoord).b || 0.4 > texture2D(texture, texcoord).g){ 97 | diffuse.rgb += vec3(0.4 , 0.4 , 1.5) * texture2D(texture, texcoord).b; 98 | } 99 | } 100 | if(flag7 >= 0.5){ 101 | diffuse.rgb += (texture2D(texture, texcoord).r * texture2D(texture, texcoord).g) + vec3(2.0 , 0.0 , 0.0); 102 | } 103 | //lighting 104 | diffuse.rgb+=mix(lightColor*max(lmcoord.x-.5,0.),vec3(.0),(indoor*.5+day*1.5)*.5); 105 | diffuse.rgb+=mix(vec3(0.),vec3(.0,.0,1.8)*max(lmcoord.x-.67,0.),saturate(float(isEyeInWater))); 106 | //Fog 107 | diffuse.rgb=mix(diffuse.rgb,(pow(skyColor,vec3(5.4))+fogColor)/vec3(2.),smoothstep(0.,far,length(wPos.zx))*rainStrength); 108 | 109 | gl_FragData[0] = diffuse; 110 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | #define WavingPlants 3 | #define WavingLeaves 4 | #define WavingPlantsSpeed 0.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] 5 | #define WavingLeavesSpeed 0.07 //[0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2] 6 | 7 | attribute vec4 mc_Entity; 8 | attribute vec4 mc_midTexCoord; 9 | 10 | uniform sampler2D noisetex; 11 | 12 | uniform mat4 gbufferModelView; 13 | uniform mat4 gbufferModelViewInverse; 14 | uniform mat4 gbufferProjection; 15 | uniform mat4 gbufferProjectionInverse; 16 | 17 | uniform float frameTimeCounter; 18 | uniform float rainStrength; 19 | 20 | out vec2 lmcoord; 21 | out vec2 texcoord; 22 | out vec4 glcolor; 23 | out vec3 wPos; 24 | out vec2 uv0; 25 | out vec2 uv1; 26 | out float isOre; 27 | out float flag1; 28 | out float flag2; 29 | out float flag3; 30 | out float flag4; 31 | out float flag5; 32 | out float flag6; 33 | out float flag7; 34 | out vec4 positionInViewCoord; 35 | 36 | void main(){ 37 | positionInViewCoord = gl_ModelViewMatrix * gl_Vertex; 38 | gl_Position = gbufferProjection * positionInViewCoord; 39 | vec4 position = gl_Vertex; 40 | vec4 pos=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex; 41 | #ifdef WavingPlants 42 | if((mc_Entity.x == 31.0 || mc_Entity.x == 141.0 || mc_Entity.x == 142.0 || mc_Entity.x == 59.0 || mc_Entity.x == 127.0|| mc_Entity.x == 32.0 || mc_Entity.x == 37.0 || mc_Entity.x == 38.0 || mc_Entity.x == 115.0 || mc_Entity.x == 6.0 || mc_Entity.x == 39.0 || 43 | mc_Entity.x == 40.0 || mc_Entity.x == 104.0 || mc_Entity.x == 105.0) && gl_MultiTexCoord0.t < mc_midTexCoord.t) 44 | { 45 | vec3 noise = texture(noisetex, position.xz / 256.0).rgb; 46 | float maxStrength = 1.0 + rainStrength * 0.5; 47 | float time = frameTimeCounter * 3.0; 48 | float reset = cos(noise.z * 10.0 + time * 0.1); 49 | reset = max( reset * reset, max(rainStrength, 0.1)); 50 | position.x += sin(noise.x * 10.0 + time) * WavingPlantsSpeed * reset * maxStrength; 51 | position.z += sin(noise.y * 10.0 + time) * WavingPlantsSpeed * reset * maxStrength; 52 | } 53 | #endif 54 | #ifdef WavingLeaves 55 | if(mc_Entity.x == 18.0 || mc_Entity.x == 106.0 || mc_Entity.x == 161.0 || mc_Entity.x == 175.0) 56 | { 57 | vec3 noise = texture(noisetex, (position.xz + 0.5) / 16.0).rgb; 58 | float maxStrength = 1.0 + rainStrength * 0.5; 59 | float time = frameTimeCounter * 3.0; 60 | float reset = cos(noise.z * 10.0 + time * 0.1); 61 | reset = max( reset * reset, max(rainStrength, 0.1)); 62 | position.x += sin(noise.x * 10.0 + time) * WavingLeavesSpeed * reset * maxStrength; 63 | position.z += sin(noise.y * 10.0 + time) * WavingLeavesSpeed * reset * maxStrength; 64 | } 65 | #endif 66 | position = gl_ModelViewMatrix * position; 67 | gl_Position = gl_ProjectionMatrix * position; 68 | gl_FogFragCoord = length(position.xyz); 69 | flag1 = 0.0; 70 | flag2 = 0.0; 71 | flag3 = 0.0; 72 | flag4 = 0.0; 73 | flag5 = 0.0; 74 | flag6 = 0.0; 75 | flag7 = 0.0; 76 | glcolor = gl_Color; 77 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 78 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 79 | uv0 = gl_MultiTexCoord0.xy; //Torch level 80 | uv1 = gl_MultiTexCoord1.xy; //Torch level 81 | wPos=pos.xyz; 82 | //if(mc_Entity.x == 56.0||mc_Entity.x == 73.0||mc_Entity.x == 129.0||mc_Entity.x == 14.0||mc_Entity.x == 15.0||mc_Entity.x == 21.0||mc_Entity.x == 79.0)isOre=1.0; 83 | if(mc_Entity.x == 56.0){ 84 | flag1 = 1.0; 85 | } 86 | if(mc_Entity.x == 73.0){ 87 | flag2 = 1.0; 88 | } 89 | if(mc_Entity.x == 129.0){ 90 | flag3 = 1.0; 91 | } 92 | if(mc_Entity.x == 14.0){ 93 | flag4 = 1.0; 94 | } 95 | if(mc_Entity.x == 15.0){ 96 | flag5 = 1.0; 97 | } 98 | if(mc_Entity.x == 21.0){ 99 | flag6 = 1.0; 100 | } 101 | if(mc_Entity.x == 74.0){ 102 | flag7 = 1.0; 103 | } 104 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_textured.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec4 color; 6 | varying vec4 texcoord; 7 | 8 | /* DRAWBUFFERS:0 */ 9 | void main() { 10 | gl_FragData[0] = texture2D(texture, texcoord.st) * color; 11 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_textured.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec4 color; 4 | out vec4 texcoord; 5 | 6 | 7 | void main() { 8 | vec4 position = gl_ModelViewMatrix * gl_Vertex; 9 | gl_Position = gl_ProjectionMatrix * position; 10 | color = gl_Color; 11 | texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_textured_lit.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | 6 | varying vec2 lmcoord; 7 | varying vec2 texcoord; 8 | varying vec4 glcolor; 9 | 10 | void main() { 11 | vec4 color = texture2D(texture, texcoord) * glcolor; 12 | color *= texture2D(lightmap, lmcoord); 13 | 14 | /* DRAWBUFFERS:0 */ 15 | gl_FragData[0] = color; //gcolor 16 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_textured_lit.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_water.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | #define WaterColor vec3(0.1, 0.6, 0.9) 4 | #define WaterWave 5 | uniform sampler2D texture; 6 | uniform sampler2D lightmap; 7 | uniform sampler2D noisetex; 8 | uniform vec3 cameraPosition; 9 | uniform mat4 gbufferModelViewInverse; 10 | uniform int worldTime; 11 | uniform int isEyeInWater; 12 | uniform float frameTimeCounter; 13 | varying vec2 lmcoord; 14 | varying vec2 texcoord; 15 | varying vec4 glcolor; 16 | varying vec3 cPos; 17 | varying vec3 wPos; 18 | varying float waterHeight; 19 | varying vec2 uv1; 20 | varying float waterFlag; 21 | varying vec3 normal; 22 | varying vec4 positionInViewCoord; 23 | const int noiseTextureResolution = 128; 24 | 25 | #ifdef WaterWave 26 | vec3 getWave(vec3 color, vec4 positionInWorldCoord) { 27 | 28 | // wave 29 | float speed1 = float(worldTime) / 1920.0; 30 | vec3 coord1 = positionInWorldCoord.xyz / 128.0; 31 | coord1.x += speed1; 32 | coord1.z += speed1 * 0.2; 33 | float noise1 = texture2D(noisetex, coord1.xz).x; 34 | 35 | //mix 36 | float speed2 = float(worldTime) / 896.0; 37 | vec3 coord2 = positionInWorldCoord.xyz / 128.0; 38 | coord2.x -= speed2 * 0.15 + noise1 * 0.05; // wave 39 | coord2.z -= speed2 * 0.7 - noise1 * 0.05; 40 | float noise2 = texture2D(noisetex, coord2.xz).x; 41 | 42 | color *= noise1 * 0.6 + 0.4; 43 | 44 | return color; 45 | } 46 | #endif 47 | void main() { 48 | vec4 color = texture2D(texture, texcoord) * glcolor; 49 | color *= texture2D(lightmap, lmcoord); 50 | #ifdef WaterWave 51 | vec4 positionInWorldCoord = gbufferModelViewInverse * positionInViewCoord; 52 | positionInWorldCoord.xyz += cameraPosition; 53 | vec3 finalColor = WaterColor; 54 | finalColor = getWave(WaterColor, positionInWorldCoord); 55 | //float cosine = dot(normalize(positionInViewCoord.xyz), normalize(normal)); 56 | //cosine = clamp(abs(cosine), 0, 1); 57 | //float factor = pow(1.0 - cosine, 4); 58 | if(waterFlag >= 0.5){ 59 | gl_FragData[0] = vec4(mix(WaterColor*0.3,finalColor,finalColor),0.7); //Color 60 | return; 61 | } 62 | #endif 63 | /* DRAWBUFFERS:0 */ 64 | gl_FragData[0] = color; //gcolor 65 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_water.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | #define lerp(x , y , a) x * (1.0 - a) + y * a //mix 3 | uniform vec3 cameraPosition; 4 | uniform mat4 gbufferModelView; 5 | uniform mat4 gbufferModelViewInverse; 6 | uniform mat4 gbufferProjection; 7 | uniform mat4 gbufferProjectionInverse; 8 | uniform int worldTime; 9 | uniform float frameTimeCounter; 10 | attribute vec4 mc_Entity; 11 | out vec2 lmcoord; 12 | out vec2 texcoord; 13 | out vec4 glcolor; 14 | out vec3 cPos; 15 | out vec3 wPos; 16 | out float waterHeight; 17 | out vec2 uv1; 18 | out float waterFlag; 19 | out vec3 normal; 20 | out vec4 positionInViewCoord; 21 | 22 | 23 | 24 | 25 | void main() { 26 | positionInViewCoord = gl_ModelViewMatrix * gl_Vertex; 27 | gl_Position = gbufferProjection * positionInViewCoord; 28 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 29 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 30 | glcolor = gl_Color; 31 | normal = gl_NormalMatrix * gl_Normal; 32 | 33 | 34 | waterFlag = 0.0; 35 | 36 | cPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz + cameraPosition; 37 | wPos = (gbufferModelViewInverse * (gl_ModelViewMatrix * gl_Vertex)).xyz; 38 | 39 | /*highp float waterWave = 40 | sin(noise(frameTimeCounter + (cPos.xz + cPos.xy + cPos.xz + cPos.xx + cPos.yy + cPos.zz ) *0.2 41 | + noise(frameTimeCounter + (cPos.xz + cPos.xy + cPos.xz + cPos.xx + cPos.yy + cPos.zz)*0.2))) *2.0; //Water wave */ 42 | 43 | if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0){ 44 | waterFlag = 1.0; 45 | 46 | //gl_Position.y -= waterWave * 0.2; //Water height 47 | uv1 = gl_MultiTexCoord1.xy; //Torch level 48 | } 49 | 50 | //waterHeight = waterWave; 51 | } 52 | -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_weather.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 color; 4 | varying vec4 texcoord; 5 | varying vec4 lmcoord; 6 | 7 | uniform sampler2D texture; 8 | 9 | void main() { 10 | 11 | /* DRAWBUFFERS:7 */ 12 | 13 | vec4 tex = texture2D(texture, texcoord.xy)*color; 14 | gl_FragData[0] = tex; 15 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/gbuffers_weather.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | 4 | out vec4 color; 5 | out vec4 texcoord; 6 | out vec4 lmcoord; 7 | 8 | void main() { 9 | 10 | gl_Position = ftransform(); 11 | 12 | color = gl_Color; 13 | 14 | texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; 15 | 16 | lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1; 17 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/shadow.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D texture; 4 | 5 | varying vec4 texcoord; 6 | 7 | void main() { 8 | gl_FragData[0] = texture2D(texture, texcoord.st); 9 | } -------------------------------------------------------------------------------- /Mali/shaders/world0/shadow.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | #define SHADOW_MAP_BIAS 0.85 4 | 5 | out vec4 texcoord; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | float dist = length(gl_Position.xy); 10 | float distortFactor = (1.0 - SHADOW_MAP_BIAS ) + dist * SHADOW_MAP_BIAS ; 11 | gl_Position.xy /= distortFactor; 12 | texcoord = gl_MultiTexCoord0; 13 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/composite.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | 5 | varying vec2 texcoord; 6 | 7 | void main() { 8 | vec3 color = texture2D(gcolor, texcoord).rgb; 9 | 10 | /* DRAWBUFFERS:0 */ 11 | gl_FragData[0] = vec4(color, 1.0); //gcolor 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/composite.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec2 texcoord; 4 | 5 | void main() { 6 | gl_Position = ftransform(); 7 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 8 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/final.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D gcolor; 4 | varying vec4 texcoord; 5 | 6 | void main() { 7 | 8 | vec3 color = texture2D(gcolor, texcoord.st).rgb; 9 | color.r = color.r*0.8; 10 | color.g = color.g*0.9; 11 | color.b = color.b*0.7; 12 | gl_FragColor = vec4(color,1.0f); 13 | } 14 | -------------------------------------------------------------------------------- /Mali/shaders/world1/final.vsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | varying vec4 texcoord; 4 | 5 | 6 | void main() { 7 | gl_Position = ftransform(); 8 | 9 | texcoord = gl_MultiTexCoord0; 10 | 11 | } 12 | -------------------------------------------------------------------------------- /Mali/shaders/world1/gbuffers_entities.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | uniform sampler2D lightmap; 4 | uniform sampler2D texture; 5 | uniform vec4 entityColor; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | 11 | void main() { 12 | vec4 color = texture2D(texture, texcoord) * glcolor; 13 | color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); 14 | color *= texture2D(lightmap, lmcoord); 15 | 16 | /* DRAWBUFFERS:0 */ 17 | gl_FragData[0] = color; //gcolor 18 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/gbuffers_entities.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | 7 | void main() { 8 | gl_Position = ftransform(); 9 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 10 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 11 | glcolor = gl_Color; 12 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/gbuffers_terrain.fsh: -------------------------------------------------------------------------------- 1 | #version 120 2 | #define torchColor vec3(1.5, 0.42 , 0.045) *4.0 3 | 4 | uniform sampler2D lightmap; 5 | uniform sampler2D texture; 6 | 7 | varying vec2 lmcoord; 8 | varying vec2 texcoord; 9 | varying vec4 glcolor; 10 | varying vec2 uv0; 11 | varying vec2 uv1; 12 | 13 | void main() { 14 | vec4 color = texture2D(texture, texcoord) * glcolor; 15 | color *= texture2D(lightmap, lmcoord); 16 | color.rgb += (uv1.x * 0.0002 * torchColor); 17 | /* DRAWBUFFERS:0 */ 18 | gl_FragData[0] = color; //gcolor 19 | } -------------------------------------------------------------------------------- /Mali/shaders/world1/gbuffers_terrain.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | out vec2 lmcoord; 4 | out vec2 texcoord; 5 | out vec4 glcolor; 6 | out vec2 uv0; 7 | out vec2 uv1; 8 | 9 | void main() { 10 | gl_Position = ftransform(); 11 | texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; 12 | lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; 13 | glcolor = gl_Color; 14 | uv0 = gl_MultiTexCoord0.xy; //Torch level 15 | uv1 = gl_MultiTexCoord1.xy; //Torch level 16 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Open4Es-Shader-Android 2 | - This is a shader can running on **Minecraft Java Edition For Phone** project which uses [GL4ES](https://github.com/PojavLauncherTeam/gl4es-114-extra). Currently only Snapdragon devices are supported. 3 | - This repository contains source code for Android platform. 4 | - If you want to make video or share it to others, please use the GitHub Link and state the Author. 5 | - Contribution is welcome, only a piece of code can still make the shader beautiful :) 6 | - We have a [Discord](https://discord.gg/naWjHjy7FM) server if you are interested to join it :) 7 | --------------------------------------------------------------------------------