#version 120 #define final #include "shaders.settings" varying vec2 texcoord; #if defined Rain_Drops || defined Bloom uniform ivec2 eyeBrightnessSmooth; uniform float rainStrength; #endif #ifdef Rain_Drops varying vec2 rainPos1; varying vec2 rainPos2; varying vec2 rainPos3; varying vec2 rainPos4; varying vec4 weights; uniform float frameTimeCounter; vec2 noisepattern(vec2 pos) { return vec2(abs(fract(sin(dot(pos, vec2(83147.6995379f, 125370.887575f)))))); } #endif #ifdef Bloom varying float eyeAdaptBloom; uniform vec3 sunPosition; uniform vec3 upPosition; uniform int worldTime; const vec3 ToD[7] = vec3[7]( vec3(0.58597,0.16,0.025), vec3(0.58597,0.4,0.2), vec3(0.58597,0.52344,0.24680), vec3(0.58597,0.55422,0.34), vec3(0.58597,0.57954,0.38), vec3(0.58597,0.58,0.40), vec3(0.58597,0.58,0.40)); float luma(vec3 color) { return dot(color,vec3(0.299, 0.587, 0.114)); } #endif void main() { gl_Position = ftransform(); texcoord = (gl_MultiTexCoord0).xy; #ifdef Bloom texcoord = (gl_MultiTexCoord0).xy; //Sun/Moon position vec3 sunVec = normalize(sunPosition); vec3 upVec = normalize(upPosition); float SdotU = dot(sunVec,upVec); float sunVisibility = pow(clamp(SdotU+0.15,0.0,0.15)/0.15,4.0); float moonVisibility = pow(clamp(-SdotU+0.15,0.0,0.15)/0.15,4.0); /*--------------------------------*/ //reduced the sun color to a 7 array float hour = max(mod(worldTime/1000.0+2.0,24.0)-2.0,0.0); //-0.1 float cmpH = max(-abs(floor(hour)-6.0)+6.0,0.0); //12 float cmpH1 = max(-abs(floor(hour)-5.0)+6.0,0.0); //1 vec3 temp = ToD[int(cmpH)]; vec3 temp2 = ToD[int(cmpH1)]; vec3 sunlight = mix(temp,temp2,fract(hour)); /*--------------------------------*/ //Lighting float eyebright = max(eyeBrightnessSmooth.y/255.0-0.5/16.0,0.0)*1.03225806452; float SkyL2 = mix(1.0,eyebright*eyebright,eyebright); vec2 trCalc = min(abs(worldTime-vec2(23250.0,12700.0)),750.0); float tr = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0); vec4 bounced = vec4(0.5*SkyL2,0.66*SkyL2,0.7,0.3); vec3 sun_ambient = bounced.w * (vec3(0.25,0.62,1.32)-rainStrength*vec3(0.11,0.32,1.07)) + sunlight*(bounced.x + bounced.z); const vec3 moonlight = vec3(0.0035, 0.0063, 0.0098); vec3 avgAmbient =(sun_ambient*sunVisibility + moonlight*moonVisibility)*eyebright*eyebright*(0.05+tr*0.15)*4.7+0.0006; eyeAdaptBloom = log(clamp(luma(avgAmbient),0.007,80.0))/log(2.6)*0.35; eyeAdaptBloom = 1.0/pow(2.6,eyeAdaptBloom)*1.75; #endif #ifdef Rain_Drops const float lifetime = 4.0; //water drop lifetime in seconds float ftime = frameTimeCounter*2.0/lifetime; vec2 drop = vec2(0.0,fract(frameTimeCounter/20.0)); rainPos1 = fract((noisepattern(vec2(-0.94386347*floor(ftime*0.5+0.25),floor(ftime*0.5+0.25))))*0.8+0.1 - drop); rainPos2 = fract((noisepattern(vec2(0.9347*floor(ftime*0.5+0.5),-0.2533282*floor(ftime*0.5+0.5))))*0.8+0.1- drop); rainPos3 = fract((noisepattern(vec2(0.785282*floor(ftime*0.5+0.75),-0.285282*floor(ftime*0.5+0.75))))*0.8+0.1- drop); rainPos4 = fract((noisepattern(vec2(-0.347*floor(ftime*0.5),0.6847*floor(ftime*0.5))))*0.8+0.1- drop); weights.x = 1.0-fract((ftime+0.5)*0.5); weights.y = 1.0-fract((ftime+1.0)*0.5); weights.z = 1.0-fract((ftime+1.5)*0.5); weights.w = 1.0-fract(ftime*0.5); weights *= rainStrength*clamp((eyeBrightnessSmooth.y-220)/15.0,0.0,1.0); #endif }