realisticallyOptimized
gitlabStylized toon-lighting Minecraft shaderpack with real-time shadows, optimized for performance.
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https://gitlab.com/bitzzdev/realisticallyOptimized.gitcel-shadingglsliris-shadersminecraft-performanceminecraft-shadersoptifineshaderpack
#version 120varying vec2 vTex;varying vec2 vLm;varying vec3 vNormal;varying vec3 vWorldPos;varying vec4 vColor;uniform sampler2D texture;uniform vec3 sunPosition;uniform int worldTime;#include "lib/common.glsl"#include "lib/shadows.glsl"void main() {vec4 albedo = texture2D(texture, vTex) * vColor;if (albedo.a < 0.1) discard;vec3 n = normalize(vNormal);vec3 l = normalize(sunPosition);float ndotl = max(dot(n, l), 0.0);float toon = toonRamp(ndotl);float shadow = getShadowFactor(vWorldPos);float t = dayFactor(float(worldTime));float baked = max(vLm.x * 0.8, vLm.y * 0.95);float blockLight = clamp(vLm.x, 0.0, 1.0);float localLight = pow(blockLight, 1.10) * mix(1.60, 0.90, t);float tint = mix(NIGHT_TINT, DAY_TINT, t);vec3 sunWarm = mix(vec3(1.00, 0.98, 0.95), vec3(1.14, 0.92, 0.72), t);vec3 c = albedo.rgb * (mix(0.07, 0.26, t) + 0.82 * toon * shadow * sunFactor(t) + baked * 0.35 + localLight);c = applyVibrance(c * sunWarm, mix(VIBRANCE, 1.0, t)) * tint;gl_FragColor = vec4(c, albedo.a);}