Files
2025-11-18 08:49:24 +01:00

56 lines
1.6 KiB
GLSL

#version 120
#define lightingColors
#include "/shaders.settings"
varying vec2 texcoord;
varying vec3 sunVec;
varying vec3 upVec;
varying vec3 sunlight;
varying float tr;
varying float sunVisibility;
varying float moonVisibility;
uniform vec3 sunPosition;
uniform vec3 upPosition;
uniform int worldTime;
const vec3 ToD[7] = vec3[7]( vec3(0.58597,0.16,0.005),
vec3(0.58597,0.31,0.08),
vec3(0.58597,0.45,0.16),
vec3(0.58597,0.5,0.35),
vec3(0.58597,0.5,0.36),
vec3(0.58597,0.5,0.37),
vec3(0.58597,0.5,0.38));
void main() {
//Position
gl_Position = ftransform();
texcoord = (gl_MultiTexCoord0).xy;
/*--------------------------------*/
//Sun/moon pos
sunVec = normalize(sunPosition);
upVec = vec3(0.0, 1.0, 0.0); //fix for loading shaderpacks in nether and end, optifine bug.
float SdotU = dot(sunVec,upVec);
sunVisibility = pow(clamp(SdotU+0.15,0.0,0.15)/0.15,4.0);
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)];
sunlight = mix(temp,temp2,fract(hour));
sunlight.rgb += vec3(r_multiplier,g_multiplier,b_multiplier); //allows lighting colors to be tweaked.
sunlight.rgb *= light_brightness; //brightness needs to be adjusted if we tweak lighting colors.
vec2 trCalc = min(abs(worldTime-vec2(23000.0,12700.0)),750.0);
tr = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0);
}