realisticallyOptimized

gitlab

Stylized toon-lighting Minecraft shaderpack with real-time shadows, optimized for performance.

0 stars0 forksupdated 2d agodefault branch: main
clonehttps://gitlab.com/bitzzdev/realisticallyOptimized.git
cel-shadingglsliris-shadersminecraft-performanceminecraft-shadersoptifineshaderpack
@ main
#version 120
varying 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);
}