/*---------------------------------------------------------------------------------------------- _____ _____ ( ___ ) ( ___ ) | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | ██╗ ██╗███╗ ██╗██╗███████╗ ██████╗ ██████╗ ███╗ ███╗███████╗ | | | | ██║ ██║████╗ ██║██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔════╝ | | | | ██║ ██║██╔██╗ ██║██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████╗ | | | | ██║ ██║██║╚██╗██║██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║╚════██║ | | | | ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║ | | | | ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ | | |___|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|___| (_____) (thanks to isuewo and SpacEagle17) (_____) ---------------------------------------------------------------------------------------------*/ uniform bool isRightHanded = true; uniform int renderStage; uniform int blockEntityId; uniform int currentRenderedItemId; uniform int entityId; uniform int frameCounter; uniform int heldBlockLightValue; uniform int heldBlockLightValue2; uniform int heldItemId; uniform int heldItemId2; uniform int isEyeInWater; uniform int moonPhase; uniform int worldTime; uniform int worldDay; uniform int bedrockLevel = -64; uniform int hideGUI; uniform float aspectRatio; uniform float blindness; uniform float cloudHeight = 192.0; uniform float darknessFactor; uniform float darknessLightFactor; uniform float maxBlindnessDarkness; uniform float eyeAltitude; uniform float frameTime; #ifdef FROZEN_TIME float frameTimeCounter = 10; #else uniform float frameTimeCounter; #endif uniform float far; uniform float near; uniform float nightVision; uniform float rainStrength; uniform float screenBrightness; uniform float viewHeight; uniform float viewWidth; uniform float wetness; uniform float sunAngle; uniform float playerMood; uniform ivec2 atlasSize; uniform ivec2 eyeBrightness; uniform vec3 cameraPosition; uniform vec3 fogColor; uniform vec3 previousCameraPosition; uniform vec3 skyColor; uniform vec3 eyePosition; uniform vec3 relativeEyePosition; uniform vec4 entityColor; uniform vec4 lightningBoltPosition = vec4(0); uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferPreviousProjection; uniform mat4 shadowModelView; uniform mat4 shadowModelViewInverse; uniform mat4 shadowProjection; uniform mat4 shadowProjectionInverse; uniform sampler2D colortex0; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex3; uniform sampler2D colortex4; uniform sampler2D colortex5; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex8; uniform sampler2D colortex9; uniform sampler2D depthtex0; uniform sampler2D depthtex1; uniform sampler2D depthtex2; uniform sampler2D gaux1; uniform sampler2D gaux2; uniform sampler2D gaux4; uniform sampler2D normals; uniform sampler2D noisetex; uniform sampler2D specular; uniform sampler2D tex; uniform ivec3 cameraPositionInt; uniform ivec3 previousCameraPositionInt; uniform vec3 cameraPositionFract; uniform vec3 previousCameraPositionFract; #if SHADOW_QUALITY > -1 || defined LIGHTSHAFTS_ACTIVE || defined FF_BLOCKLIGHT uniform sampler2D shadowcolor0; uniform sampler2D shadowcolor1; uniform sampler2DShadow shadowtex1; #ifdef COMPOSITE uniform sampler2D shadowtex0; #else uniform sampler2DShadow shadowtex0; #endif #endif #ifdef DISTANT_HORIZONS uniform int dhRenderDistance; uniform mat4 dhProjection; uniform mat4 dhProjectionInverse; uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; #endif #if !defined DH_TERRAIN && !defined DH_WATER uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; #else mat4 gbufferProjection = dhProjection; mat4 gbufferProjectionInverse = dhProjectionInverse; #endif #if COLORED_LIGHTING > 0 uniform usampler3D voxel_sampler; uniform sampler3D floodfill_sampler; uniform sampler3D floodfill_sampler_copy; #endif #ifdef PUDDLE_VOXELIZATION uniform usampler2D puddle_sampler; #endif /*----------------------------------------------------------------------------- ___ _ _ ___ _____ ___ __ __ _ _ _ _ ___ ___ ___ ___ __ __ ___ / __| | | / __|_ _/ _ \| \/ | | | | | \| |_ _| __/ _ \| _ \ \/ / __| | (__| |_| \__ \ | || (_) | |\/| | | |_| | .` || || _| (_) | / |\/| \__ \ \___|\___/|___/ |_| \___/|_| |_| \___/|_|\_|___|_| \___/|_|_\_| |_|___/ -----------------------------------------------------------------------------*/ uniform float framemod8; uniform float isEyeInCave; uniform float inDry; uniform float inRainy; uniform float inSnowy; uniform float velocity; uniform float starter; uniform float frameTimeSmooth; uniform float eyeBrightnessM; uniform float eyeBrightnessM2; uniform float rainFactor; uniform float inBasaltDeltas; uniform float inCrimsonForest; uniform float inNetherWastes; uniform float inSoulValley; uniform float inWarpedForest; uniform float isSneaking = 1.0; uniform float isSprinting = 0.0; uniform float inLushCave; uniform float inSand; uniform float inRedSand; uniform float lightningFlashOptifine; uniform float inForest; uniform float shaderStart; uniform float inVanillaEnd = 1.0; uniform vec2 viewSize; uniform vec2 texelSize; uniform vec3 skyColorSmooth;