// End Portal fix by fayer3#2332 (Modified) vec3[8] colors = vec3[]( vec3(0.3472479, 0.6559956, 0.7387838) * 1.5, vec3(0.6010780, 0.7153565, 1.060625 ), vec3(0.4221090, 0.8135094, 0.9026056), vec3(0.3492291, 1.0241201, 1.8612821), vec3(0.7543085, 0.8238697, 0.6803233), vec3(0.4144472, 0.5648165, 0.8037 ), vec3(0.508905 , 0.6719649, 0.9982805), vec3(0.5361914, 0.4476583, 0.8008522)); color.rgb = vec3(0.4214321, 0.4722309, 1.9922364) * 0.08; float dither = Bayer64(gl_FragCoord.xy); #ifdef TAA dither = fract(dither + 1.61803398875 * mod(float(frameCounter), 3600.0)); int repeat = 4; #else int repeat = 8; #endif float dismult = 0.5; for (int j = 0; j < repeat; j++) { float add = float(j + dither) * 0.0625 / float(repeat); for (int i = 1; i <= 8; i++) { float colormult = 0.9/(30.0+i); float rotation = (i - 0.1 * i + 0.71 * i - 11 * i + 21) * 0.01 + i * 0.01; float Cos = cos(radians(rotation)); float Sin = sin(radians(rotation)); vec2 offset = vec2(0.0, 1.0/(3600.0/24.0)) * pow(16.0 - i, 2.0) * 0.004; vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * (i * dismult + 1), 1.0)).xyz); if (abs(NdotU) > 0.9) { wpos.xz /= wpos.y; wpos.xz *= 0.06 * sign(- playerPos.y); wpos.xz *= abs(playerPos.y) + i * dismult + add; wpos.xz -= cameraPosition.xz * 0.05; } else { vec3 absPos = abs(playerPos); if (abs(dot(normal, eastVec)) > 0.9) { wpos.xz = wpos.yz / wpos.x; wpos.xz *= 0.06 * sign(- playerPos.x); wpos.xz *= abs(playerPos.x) + i * dismult + add; wpos.xz -= cameraPosition.yz * 0.05; } else { wpos.xz = wpos.yx / wpos.z; wpos.xz *= 0.06 * sign(- playerPos.z); wpos.xz *= abs(playerPos.z) + i * dismult + add; wpos.xz -= cameraPosition.yx * 0.05; } } vec2 pos = wpos.xz; vec2 wind = fract((frameTimeCounter + 984.0) * (i + 8) * 0.125 * offset); vec2 coord = mat2(Cos, Sin, -Sin, Cos) * pos + wind; if (mod(float(i), 4) < 1.5) coord = coord.yx + vec2(-1.0, 1.0) * wind.y; vec3 psample = pow(texture2D(tex, coord).rgb, vec3(0.85)) * colors[i-1] * colormult; color.rgb += psample * length(psample.rgb) * (3000.0 / repeat); } } color.rgb *= vec3(0.09, 0.077, 0.07); emission = 10.0; noDirectionalShading = true; #ifdef COATED_TEXTURES noiseFactor = 0.0; #endif #ifdef PORTAL_EDGE_EFFECT //vec3 voxelPos = SceneToVoxel(mix(playerPos, vec3(0.0), -0.02)); // Fixes weird parallax offset vec3 voxelPos = SceneToVoxel(playerPos); float portalOffset = 0.08333 * dither; vec3[4] portalOffsets = vec3[]( vec3( portalOffset, 0, portalOffset), vec3( portalOffset, 0,-portalOffset), vec3(-portalOffset, 0, portalOffset), vec3(-portalOffset, 0,-portalOffset) ); float edge = 0.0; for (int i = 0; i < 4; i++) { int voxel = int(texelFetch(voxel_sampler, ivec3(voxelPos + portalOffsets[i]), 0).r); if (voxel == 58 || voxel == 255) { // End Portal Frame or Bedrock edge = 1.0; break; } } #ifdef END // No edge effect in the middle of the return fountain vec2 var1 = abs(playerPos.xz + cameraPosition.xz - 0.5); float var2 = max(var1.x, var1.y); if (var2 > 1.0) #endif { vec4 edgeColor = vec4(vec3(0.3, 0.6, 0.7), 1.0); color = mix(color, edgeColor, edge); emission = mix(emission, 5.0, edge); } #endif