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 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;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 tint = mix(NIGHT_TINT, DAY_TINT, t);vec3 sunWarm = mix(vec3(1.00, 0.98, 0.95), vec3(1.12, 0.90, 0.70), t);vec3 base = albedo.rgb * (mix(0.09, 0.34, t) + 0.74 * toon * shadow * sunFactor(t));base *= sunWarm;base += vec3(0.02, 0.04, 0.06) * (0.5 + 0.5 * sin(float(worldTime) * 0.03 + vTex.x * 20.0 + vTex.y * 16.0));base = applyVibrance(base, VIBRANCE + 0.05) * tint;gl_FragColor = vec4(base, albedo.a);}