mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix includes
This commit is contained in:
parent
30b9fb48aa
commit
cca6a1bfc7
@ -1,13 +1,13 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 WsunVec;
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flat varying vec2 TAA_Offset;
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#include "/lib/res_params.glsl"
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#include "lib/Shadow_Params.glsl"
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#include "/lib/Shadow_Params.glsl"
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uniform sampler2D depthtex1;
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uniform sampler2D colortex1;
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@ -1,7 +1,7 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec2 TAA_Offset;
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flat varying vec3 WsunVec;
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@ -2,7 +2,7 @@
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//Render sky, volumetric clouds, direct lighting
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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const bool colortex5MipmapEnabled = true;
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const bool colortex12MipmapEnabled = true;
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@ -137,17 +137,17 @@ vec3 viewToWorld(vec3 viewPosition) {
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}
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#include "lib/res_params.glsl"
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#include "lib/Shadow_Params.glsl"
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#include "lib/color_transforms.glsl"
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#include "lib/sky_gradient.glsl"
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#include "lib/stars.glsl"
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#include "lib/volumetricClouds.glsl"
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#include "lib/waterBump.glsl"
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#include "lib/specular.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/color_transforms.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/stars.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/specular.glsl"
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#define OVERWORLD
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#include "lib/diffuse_lighting.glsl"
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#include "/lib/diffuse_lighting.glsl"
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float lengthVec (vec3 vec){
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return sqrt(dot(vec,vec));
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@ -736,7 +736,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
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#include "lib/PhotonGTAO.glsl"
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#include "/lib/PhotonGTAO.glsl"
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uniform float detectThunderStorm;
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -1,6 +1,6 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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@ -1,8 +1,8 @@
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#version 120
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//Merge and upsample the blurs into a 1/4 res bloom buffer
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#include "lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D colortex3;
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uniform sampler2D colortex6;
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@ -1,6 +1,6 @@
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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -54,7 +54,7 @@ vec4 Weather_properties = Moon_Weather_properties;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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// #include "lib/biome_specifics.glsl"
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// #include "/lib/biome_specifics.glsl"
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#include "/lib/bokeh.glsl"
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float cdist(vec2 coord) {
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@ -1,6 +1,6 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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@ -2,7 +2,7 @@
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//Volumetric fog rendering
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 sunColor;
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@ -41,16 +41,16 @@ uniform vec2 texelSize;
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// uniform int worldTime;
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#include "lib/Shadow_Params.glsl"
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#include "lib/color_transforms.glsl"
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#include "lib/color_dither.glsl"
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#include "lib/projections.glsl"
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#include "lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/res_params.glsl"
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#define TIMEOFDAYFOG
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#include "lib/volumetricClouds.glsl"
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#include "/lib/volumetricClouds.glsl"
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float blueNoise(){
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@ -114,7 +114,7 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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// return vec*inversesqrt(dot(vec,vec));
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// }
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#include "lib/volumetricFog.glsl"
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#include "/lib/volumetricFog.glsl"
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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@ -1,7 +1,7 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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@ -28,7 +28,7 @@ uniform mat4 gbufferModelViewInverse;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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// #include "lib/biome_specifics.glsl"
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// #include "/lib/biome_specifics.glsl"
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// uniform float sandStorm;
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@ -1,7 +1,7 @@
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#version 120
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//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 zMults;
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flat varying vec2 TAA_Offset;
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@ -51,12 +51,12 @@ uniform float darknessFactor;
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uniform float darknessLightFactor;
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#include "lib/waterBump.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/res_params.glsl"
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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// #include "lib/biome_specifics.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/volumetricClouds.glsl"
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// #include "/lib/biome_specifics.glsl"
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@ -81,7 +81,7 @@ vec3 toScreenSpace(vec3 p) {
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}
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// #include "lib/specular.glsl"
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// #include "/lib/specular.glsl"
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@ -1,7 +1,7 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 WsunVec;
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@ -1,7 +1,7 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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uniform sampler2D colortex3;
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// Compute 3x3 min max for TAA
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -3,8 +3,8 @@
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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//TAA OPTIONS
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@ -83,7 +83,7 @@ uniform mat4 gbufferPreviousModelView;
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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#include "lib/projections.glsl"
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#include "/lib/projections.glsl"
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float luma(vec3 color) {
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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flat varying float exposureA;
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@ -1,14 +1,14 @@
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#version 120
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//downsample 1st pass (half res) for bloom
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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uniform sampler2D colortex5;
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// uniform sampler2D colortex8;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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#include "lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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void main() {
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@ -1,6 +1,6 @@
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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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#version 120
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//downsample 1st pass (half res) for bloom
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#include "lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D colortex3;
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// uniform sampler2D colortex8;
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uniform vec2 texelSize;
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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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#version 120
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//6 Horizontal gaussian blurs and horizontal downsampling
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#include "lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D colortex6;
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uniform vec2 texelSize;
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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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varying vec2 texcoord;
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#version 120
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//6 Vertical gaussian blurs and vertical downsampling
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#include "lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D colortex6;
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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform float viewWidth;
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uniform float viewHeight;
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varying vec2 texcoord;
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
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#define ReflectedFog
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@ -43,17 +43,17 @@ uniform vec3 cameraPosition;
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uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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#include "lib/Shadow_Params.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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#include "lib/sky_gradient.glsl"
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#include "/lib/sky_gradient.glsl"
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// uniform int worldTime;
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#define TIMEOFDAYFOG
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#include "lib/volumetricClouds.glsl"
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#include "/lib/volumetricClouds.glsl"
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// #include "lib/biome_specifics.glsl"
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// #include "/lib/biome_specifics.glsl"
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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@ -80,7 +80,7 @@ float luma(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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#include "lib/volumetricFog.glsl"
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#include "/lib/volumetricFog.glsl"
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const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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@ -38,7 +38,7 @@ uniform float rainStrength;
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// uniform int worldTime;
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vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition);
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#include "lib/sky_gradient.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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@ -54,8 +54,8 @@ float interleaved_gradientNoise(){
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/res_params.glsl"
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 sunColor;
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@ -1,6 +1,6 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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uniform sampler2D colortex4;
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uniform sampler2D depthtex1;
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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uniform vec2 texelSize;
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#include "/lib/res_params.glsl"
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//Vignetting, applies bloom, applies exposure and tonemaps the final image
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//#extension GL_EXT_gpu_shader4 : disable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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@ -16,8 +16,8 @@ uniform int frameCounter;
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uniform int isEyeInWater;
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#include "lib/color_transforms.glsl"
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#include "lib/color_dither.glsl"
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
|
||||
{
|
||||
|
@ -1,6 +1,6 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying vec4 exposure;
|
||||
|
@ -31,14 +31,14 @@ uniform mat4 shadowProjection;
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "lib/Shadow_Params.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
#include "lib/sky_gradient.glsl"
|
||||
#include "lib/volumetricClouds.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
|
||||
#define OVERWORLD
|
||||
#include "lib/diffuse_lighting.glsl"
|
||||
#include "/lib/diffuse_lighting.glsl"
|
||||
|
||||
//faster and actually more precise than pow 2.2
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
|
@ -1,6 +1,6 @@
|
||||
// #version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
@ -1,5 +1,5 @@
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
@ -14,7 +14,7 @@ varying vec3 binormal;
|
||||
|
||||
varying vec3 viewVector;
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
|
||||
@ -63,16 +63,16 @@ flat varying vec3 averageSkyCol_Clouds;
|
||||
|
||||
|
||||
|
||||
#include "lib/Shadow_Params.glsl"
|
||||
#include "lib/color_transforms.glsl"
|
||||
#include "lib/projections.glsl"
|
||||
#include "lib/sky_gradient.glsl"
|
||||
#include "lib/waterBump.glsl"
|
||||
#include "lib/clouds.glsl"
|
||||
#include "lib/stars.glsl"
|
||||
#include "lib/volumetricClouds.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/projections.glsl"
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/waterBump.glsl"
|
||||
#include "/lib/clouds.glsl"
|
||||
#include "/lib/stars.glsl"
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
#define OVERWORLD
|
||||
#include "lib/diffuse_lighting.glsl"
|
||||
#include "/lib/diffuse_lighting.glsl"
|
||||
|
||||
|
||||
float blueNoise(){
|
||||
|
@ -1,6 +1,6 @@
|
||||
// #version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 120
|
||||
//#extension GL_ARB_shader_texture_lod : disable
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
@ -8,8 +8,8 @@ This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
#include "lib/settings.glsl"
|
||||
#include "lib/Shadow_Params.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/Shadow_Params.glsl"
|
||||
|
||||
#define SHADOW_MAP_BIAS 0.5
|
||||
const float PI = 3.1415927;
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "lib/settings.glsl"
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
/*
|
||||
|
Loading…
Reference in New Issue
Block a user