Shaders
The active shaders should be located in the contents/files/shaders folder. There are four shaders that can be used. The outputs of the base shaders are sent to the final shaders in the form of textures.
base.vsh lol
base.fsh
This shader is the basic fragment shader.
=== /*
Note: - DOF doesn't seem work well with the other
shaders. The blur overrides all other shaders
- Bloom seems to reduce the effect of
the SSAO shader ===
Credits: - azraeil ( DOF Shader ) - Yourself ( CEL Shading ) - Dilla/snowcrash ( Bloom Shader ) - Leadwerks ( SSAO Shader ) - .jhn ( pseudo-AA Shader )
- /
// To disable one of these features put a "//" in front of the "#define"
//#define DOF_ENABLED
- define BLOOM_ENABLED
//#define AA_ENABLED
- define SSAO_ENABLED
- define CEL_SHADING
=== #ifdef CEL_SHADING const float CEL_EDGE_THRESHOLD = 0.15; const float CEL_EDGE_THICKNESS = 0.65;
- endif
- ifdef BLOOM_ENABLED
const float BLOOM_STRENGTH = 0.25;
- endif
- ifdef DOF_ENABLED
const float HYPERFOCAL = 4.0;
- endif ===
/*
The standard user should not mess with anything below
- /
=== uniform sampler2D sampler0; uniform sampler2D sampler1; uniform sampler2D sampler2; uniform sampler2D bgl_RenderedTexture; === uniform float displayWidth; uniform float displayHeight; uniform float aspectRatio; uniform float near; uniform float far;
const float INFINITY = 1000.0;
float getDepth( vec2 coord ) { float depth = texture2D( sampler1, coord ).x; float depth2 = texture2D( sampler2, coord ).x; if ( depth2 < 1.0 ) { depth = depth2; } if ( depth == 1.0 ) { return INFINITY; } return 2.0 * near * far / ( far + near - ( 2.0 * depth - 1.0 ) * ( far - near ) ); } === #ifdef SSAO_ENABLED // Stuff only SSAO uses float compareDepths( in float depth1, in float depth2 ) {
float aoCap = 1.0; float aoMultiplier = 5000.0; float depthTolerance = 0.0; float aorange = 512.0; // units in space the AO effect extends to (this gets divided by the camera far range float diff = sqrt( clamp( 1.0 - ( depth1 - depth2 ) / ( aorange / ( far - near ) ), 0.0, 1.0 ) ); float ao = min( aoCap, max( 0.0, depth1 - depth2 - depthTolerance ) * aoMultiplier ) * diff; return ao;
} === vec4 getSSAO() { float depth = getDepth( gl_TexCoord[0].st ); float d;
float pw = 1.0 / displayWidth; float ph = 1.0 / displayHeight; float aoCap = 1.0; float ao = 0.0; float aoMultiplier = 5000.0; float depthTolerance = 0.0; float aoscale=1.0; === d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y+ph));
ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y+ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y-ph));
ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y-ph)); ao+=compareDepths(depth,d)/aoscale;
pw*=2.0; ph*=2.0; aoMultiplier/=2.0; aoscale*=1.2;
d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y+ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y+ph));
ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y-ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y-ph));
ao+=compareDepths(depth,d)/aoscale; ===
pw*=2.0; ph*=2.0; aoMultiplier/=2.0; aoscale*=1.2;
d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y+ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y+ph));
ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y-ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y-ph));
ao+=compareDepths(depth,d)/aoscale; pw*=2.0; ph*=2.0; aoMultiplier/=2.0; aoscale*=1.2; d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y+ph)); ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y+ph)); ao+=compareDepths(depth,d)/aoscale; === d=getDepth( vec2(gl_TexCoord[0].x+pw,gl_TexCoord[0].y-ph));
ao+=compareDepths(depth,d)/aoscale; ===
d=getDepth( vec2(gl_TexCoord[0].x-pw,gl_TexCoord[0].y-ph)); ao+=compareDepths(depth,d)/aoscale; === ao/=16.0;
return vec4(1.1-ao);
}
- endif ===
- ifdef AA_ENABLED // Stuff only AA uses
float expDepth2linearDepth( vec2 coord ) { float depth = texture2D( sampler1, coord ).x; float depth2 = texture2D( sampler2, coord ).x; if ( depth2 < 1.0 ) { depth = depth2; } if ( depth == 1.0 ) { return INFINITY; } return ( 2.0 * near ) / ( far + near - depth * ( far - near ) ); } === vec4 getAA() {
vec4 newColor = vec4(0.0); ===
float depth = expDepth2linearDepth(gl_TexCoord[0].xy); vec2 aspectCorrection = vec2(1.0, aspectRatio) * 0.005; float offsetx = 0.12 * aspectCorrection.x; float offsety = 0.12 * aspectCorrection.y; float depthThreshold=0.01; === if ( abs( depth - expDepth2linearDepth( gl_TexCoord[0].xy + vec2( offsetx, 0 ) ) ) > depthThreshold || abs( depth - expDepth2linearDepth( gl_TexCoord[0].xy + vec2( -offsetx, 0 ) ) ) > depthThreshold || abs( depth - expDepth2linearDepth( gl_TexCoord[0].xy + vec2( 0, offsety ) ) ) > depthThreshold || abs( depth - expDepth2linearDepth( gl_TexCoord[0].xy + vec2( 0, -offsety ) ) ) > depthThreshold ) {
newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-offsetx, offsety)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(0, offsety)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(offsetx, offsety)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-offsetx, 0)); newColor += texture2D(sampler0, gl_TexCoord[0].st); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(offsetx, 0)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-offsetx, -offsety)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(0, -offsety)); newColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(offsetx, -offsety)); newColor /= 9.0; } else newColor=texture2D(sampler0, gl_TexCoord[0].st); ===
return newColor; }
- endif
=== #ifdef BLOOM_ENABLED // Stuff only bloom uses vec4 getBloom() {
vec4 sum = vec4(0); vec2 texcoord = vec2(gl_TexCoord[0]); for( int i = -3; i < 3; i++) { // Lower loop count for performance for ( int j = -3; j < 3; j++ ) { sum += texture2D( bgl_RenderedTexture, texcoord + vec2( j, i ) * 0.004 ) * BLOOM_STRENGTH; } } if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3) { sum = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord); } else { if (texture2D(bgl_RenderedTexture, texcoord).r < 0.5) { sum = sum*sum*0.009 + texture2D(bgl_RenderedTexture, texcoord); } else { sum = sum*sum*0.0075 + texture2D(bgl_RenderedTexture, texcoord); } } return sum;
}
- endif ===
- ifdef DOF_ENABLED // Stuff only DOF uses
=== float samples = float( 0 ); vec2 space; === float getCursorDepth( vec2 coord ) { return 2.0 * near * far / ( far + near - ( 2.0 * texture2D( sampler1, coord ).x - 1.0 ) * ( far - near ) ); } === vec4 getSampleWithBoundsCheck(vec2 offset) {
vec2 coord = gl_TexCoord[0].st + offset; if (coord.s <= 1.0 && coord.s >= 0.0 && coord.t <= 1.0 && coord.t >= 0.0) { samples += 1.0; return texture2D(sampler0, coord); } else { return vec4(0.0); }
} === vec4 getBlurredColor() { vec4 blurredColor = vec4( 0.0 ); float depth = getDepth( gl_TexCoord[0].xy ); vec2 aspectCorrection = vec2( 1.0, aspectRatio ) * 0.005; === vec2 ac0_4 = 0.4 * aspectCorrection; // 0.4
vec2 ac0_29 = 0.29 * aspectCorrection; // 0.29 vec2 ac0_15 = 0.15 * aspectCorrection; // 0.15 vec2 ac0_37 = 0.37 * aspectCorrection; // 0.37 vec2 lowSpace = gl_TexCoord[0].st; vec2 highSpace = 1.0 - lowSpace; space = vec2( min( lowSpace.s, highSpace.s ), min( lowSpace.t, highSpace.t ) ); if (space.s >= ac0_4.s && space.t >= ac0_4.t) { ===
blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(0.0, ac0_4.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_4.s, 0.0)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(0.0, -ac0_4.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_4.s, 0.0)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_29.s, -ac0_29.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_29.s, ac0_29.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_29.s, ac0_29.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_29.s, -ac0_29.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_15.s, ac0_37.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_37.s, ac0_15.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_37.s, -ac0_15.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_15.s, -ac0_37.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_15.s, ac0_37.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_37.s, ac0_15.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(-ac0_37.s, -ac0_15.t)); blurredColor += texture2D(sampler0, gl_TexCoord[0].st + vec2(ac0_15.s, -ac0_37.t)); blurredColor /= 16.0;
} else {
blurredColor += getSampleWithBoundsCheck(vec2(0.0, ac0_4.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_4.s, 0.0)); blurredColor += getSampleWithBoundsCheck(vec2(0.0, -ac0_4.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_4.s, 0.0)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_29.s, -ac0_29.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_29.s, ac0_29.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_29.s, ac0_29.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_29.s, -ac0_29.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_15.s, ac0_37.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_37.s, ac0_15.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_37.s, -ac0_15.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_15.s, -ac0_37.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_15.s, ac0_37.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_37.s, ac0_15.t)); blurredColor += getSampleWithBoundsCheck(vec2(-ac0_37.s, -ac0_15.t)); blurredColor += getSampleWithBoundsCheck(vec2(ac0_15.s, -ac0_37.t)); blurredColor /= samples;
} === return blurredColor; }
- endif ===
- ifdef CEL_SHADING
float getEdgeDepth(vec2 coord) { float depth = texture2D( sampler1, coord ).x; float depth2 = texture2D( sampler2, coord ).x; if ( depth2 < 1.0 ) { depth = depth2; }
if ( depth == 1.0 ) { return INFINITY; }
return depth * near / ( far + ( near - far ) * depth ); } === vec4 edgeDetect( vec2 coord ) {
vec2 o11 = vec2(1.0, aspectRatio)*CEL_EDGE_THICKNESS/displayWidth; vec4 color = vec4(0.0); float depth = getEdgeDepth(coord); float avg = 0.0; float laplace = 24.0 * depth; float sample; int n = 0; if (depth < INFINITY) { avg += depth; ++n; } for (int i = -2; i <= 2; ++i) { for (int j = -2; j <= 2; ++j) { if (i != 0 || j != 0) { sample = getEdgeDepth(coord + vec2(float( i ) * o11.s, float( j ) * o11.t)); laplace -= sample; if (sample < INFINITY) { ++n; avg += sample; } } } } avg = clamp( avg/ float( n ), 0.0, 1.0); if ( laplace > avg * CEL_EDGE_THRESHOLD ) { color.rgb = mix( vec3( 0.0 ), gl_Fog.color.rgb, 0.75 * avg * avg); color.a = 1.0; } return color;
}
- endif ===
void main() { vec4 baseColor;
- ifdef AA_ENABLED
baseColor = getAA();
- else
baseColor = texture2D( sampler0, gl_TexCoord[0].st );
- endif
=== #ifdef SSAO_ENABLED baseColor *= getSSAO();
- endif ===
- ifdef BLOOM_ENABLED
baseColor = mix( baseColor, getBloom(), 0.5 );
- endif
- ifdef CEL_SHADING
vec4 outlineColor = edgeDetect( gl_TexCoord[0].st ); if (outlineColor.a != 0.0) { baseColor.rgb = outlineColor.rgb; }
- endif
=== #ifdef DOF_ENABLED float depth = getDepth( gl_TexCoord[0].st ); float cursorDepth = getCursorDepth( vec2( 0.5, 0.5 ) ); if ( depth < cursorDepth )
baseColor = mix( baseColor, getBlurredColor(), clamp(2.0 * ((clamp(cursorDepth, 0.0, HYPERFOCAL) - depth) / (clamp(cursorDepth, 0.0, HYPERFOCAL))), 0.0, 1.0));
else
baseColor = mix( baseColor, getBlurredColor(), 1.0 - clamp( ( ( ( cursorDepth * HYPERFOCAL ) / ( HYPERFOCAL - cursorDepth ) ) - ( depth - cursorDepth ) ) / ((cursorDepth * HYPERFOCAL) / (HYPERFOCAL - cursorDepth)), 0.0, 1.0));
- endif
gl_FragColor = baseColor; } ===
Pre-processor Defines
Base Defines
_ENABLE_GL_TEXTURE_2D
Defined when the shader should use a texture.
A basic fragment shader should calculate gl_FragColor something like this:
#ifdef _ENABLE_GL_TEXTURE_2D gl_FragColor = texture2D(sampler0, gl_TexCoord[0].st) * vertColor; #else gl_FragColor = vertColor; #endif
_ENABLE_BUMP_MAPPING
Defined when a normal map and specular map have been bound.
Structures
lightSource
struct lightSource { int itemId; float magnitude; vec4 specular; };
Attributes
vec4 mc_Entity
mc_Entity.x
The x component of mc_Entity is the entity id. Currently this is only set for blocks. In future updates it will be set for items and mobs. It will have a value of -1.0 for unknown entities.
mc_Entity.y
The y component of mc_Entity contains information regarding lighting. It is currently calculated as lightValue * 16 + brightness. In future updates other additions may be made to this (such as the sides exposed to the sky).
In the shaders, lightValue can be obtained by mod(floor(mc_Entity.y / 16.0), 16.0). brightness can be obtained by mod(mc_Entity.y, 16.0).
mc_Entity.z
Reserved
mc_Entity.w
Reserved
Uniforms
There are several uniforms available to the shaders.
Global Uniforms
float displayWidth
The width of the display.
float displayHeight
The height of the display.
float aspectRatio
The aspect ratio of the display (displayWidth / displayHeight).
float near
The near viewing plane.
float far
The far viewing plane.
int fogMode
The current fog mode. The possible values are as follows:
const int GL_LINEAR = 9729; const int GL_EXP = 2048;
float sunVector
The position of the sun in eye coordinates.
float moonVector
The position of the moon in eye coordinates.
int worldTime
The world time of day (ranges from 0 to 23999).
lightSource heldLight
The properties of the item currently being held.
Base Uniforms
sampler2D sampler0
The texture of the current element.
sampler2D sampler1
The normals and height-map for the current texture (loaded from XXXXX_nh.png). At the moment this is only accurate when renderType is equal to RENDER_TYPE_TERRAIN.
int renderType - Deprecated, don't use.
The type of element being rendered. The possible values are as follows:
const int RENDER_TYPE_UNKNOWN = 0; const int RENDER_TYPE_TERRAIN = 1;
Final Uniforms
sampler2D sampler0
The rendered scene.
sampler2D sampler1
The depth of the rendered scene, excluding the player's arm.
sampler2D sampler2
The depth of the player's arm.
Tips
Anti-Aliasing
To avoid anti-aliasing on polygon edges, texture coordinates should be declared as centroid in the base vertex and fragment shaders.