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2026-03-08 15:30:46 -05:00

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// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
// To use centroid sampling we need to have version 300 es shaders, which requires changing:
// attribute to in
// varying to out when in vertex shaders or in when in fragment shaders
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
// texture2D to texture
#if __VERSION__ >= 300
#define attribute in
#define varying out
#ifdef MSAA_FRAMEBUFFER_ENABLED
#define _centroid centroid
#else
#define _centroid
#endif
_centroid out vec2 uv0;
_centroid out vec2 uv1;
#else
varying vec2 uv0;
varying vec2 uv1;
#endif
varying vec4 color;
#ifdef FOG
varying vec4 fogColor;
#endif
#ifdef NEAR_WATER
varying float cameraDist;
#endif
#ifdef AS_ENTITY_RENDERER
uniform MAT4 WORLDVIEWPROJ;
#else
uniform MAT4 WORLDVIEW;
uniform MAT4 PROJ;
#endif
uniform vec4 FOG_COLOR;
uniform vec2 FOG_CONTROL;
uniform float RENDER_DISTANCE;
uniform vec2 VIEWPORT_DIMENSION;
uniform vec4 CURRENT_COLOR; //current color r contains the offset to apply to the fog for the "fade in"
uniform POS4 CHUNK_ORIGIN_AND_SCALE;
uniform POS3 VIEW_POS;
uniform float FAR_CHUNKS_DISTANCE;
attribute POS4 POSITION;
attribute vec4 COLOR;
attribute vec2 TEXCOORD_0;
attribute vec2 TEXCOORD_1;
const float rA = 1.0;
const float rB = 1.0;
const vec3 UNIT_Y = vec3(0,1,0);
const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
void main()
{
POS4 worldPos;
#ifdef AS_ENTITY_RENDERER
POS4 pos = WORLDVIEWPROJ * POSITION;
worldPos = pos;
#else
worldPos.xyz = (POSITION.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
worldPos.w = 1.0;
// Transform to view space before projection instead of all at once to avoid floating point errors
// Not required for entities because they are already offset by camera translation before rendering
// World position here is calculated above and can get huge
POS4 pos = WORLDVIEW * worldPos;
pos = PROJ * pos;
#endif
gl_Position = pos;
uv0 = TEXCOORD_0;
uv1 = TEXCOORD_1;
color = COLOR;
///// find distance from the camera
#if defined(FOG) || defined(NEAR_WATER)
#ifdef FANCY
vec3 relPos = -worldPos.xyz;
float cameraDepth = length(relPos);
#ifdef NEAR_WATER
cameraDist = cameraDepth / FAR_CHUNKS_DISTANCE;
#endif
#else
float cameraDepth = pos.z;
#ifdef NEAR_WATER
vec3 relPos = -worldPos.xyz;
float camDist = length(relPos);
cameraDist = camDist / FAR_CHUNKS_DISTANCE;
#endif
#endif
#endif
///// apply fog
#ifdef FOG
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += CURRENT_COLOR.r;
#endif
fogColor.rgb = FOG_COLOR.rgb;
fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
// TODO: Make groundfog configurable
// fogColor.a = max(fogColor.a, clamp(-worldPos.y / 10.0, 0.0, 1.0));
#endif
///// water magic
#ifdef NEAR_WATER
#ifdef FANCY /////enhance water
float F = dot(normalize(relPos), UNIT_Y);
F = 1.0 - max(F, 0.1);
F = 1.0 - mix(F*F*F*F, 1.0, min(1.0, cameraDepth / FAR_CHUNKS_DISTANCE));
color.rg -= vec2(F * DIST_DESATURATION);
vec4 depthColor = vec4(color.rgb * 0.5, 1.0);
vec4 traspColor = vec4(color.rgb * 0.45, 0.8);
vec4 surfColor = vec4(color.rgb, 1.0);
vec4 nearColor = mix(traspColor, depthColor, color.a);
color = mix(surfColor, nearColor, F);
#else
// Completely insane, but if I don't have these two lines in here, the water doesn't render on a Nexus 6
vec4 surfColor = vec4(color.rgb, 1.0);
color = surfColor;
color.a = pos.z / FAR_CHUNKS_DISTANCE + 0.5;
#endif //FANCY
#endif
}