mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
This commit is contained in:
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@ -8,8 +8,8 @@
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# dimension.world-1 = minecraft:the_nether
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# dimension.WHATEVER = somemod:whateverdimension
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dimension.world0 = minecraft:overworld
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dimension.world0 = minecraft:overworld *
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dimension.world-1 = minecraft:the_nether
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dimension.world1 = minecraft:the_end
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dimension.unknown_dimension_fallback = *
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# dimension.unknown_dimension_fallback = *
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@ -149,7 +149,7 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
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#endif
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@ -161,10 +161,6 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
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#ifndef LINES
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@ -442,8 +442,13 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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#if defined WORLD && defined MC_NORMAL_MAP
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vec3 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyw;
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float Heightmap = 1.0 - NormalTex.z;
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vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyzw;
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#ifdef MATERIAL_AO
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Albedo.rgb *= NormalTex.b*0.5+0.5;
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#endif
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float Heightmap = 1.0 - NormalTex.w;
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NormalTex.xy = NormalTex.xy * 2.0-1.0;
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NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0));
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@ -455,6 +460,7 @@ void main() {
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gl_FragDepth = toClipSpace3(truePos).z;
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#endif
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if(PHYSICSMOD_SNOW < 1) normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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#endif
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@ -306,12 +306,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef Vanilla_like_water
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if (iswater > 0.5) {
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gl_FragData[0].a = luma(Albedo.rgb);
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if (iswater > 0.95){
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// gl_FragData[0].a = luma(Albedo.rgb);
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Albedo = color.rgb * sqrt(luma(Albedo.rgb));
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}
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#else
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if (iswater > 0.9) {
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if (iswater > 0.95){
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Albedo = vec3(0.0);
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gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
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}
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@ -468,10 +468,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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@ -90,8 +90,9 @@ vec2 decodeVec2(float a){
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return fract( a * constant1 ) * constant2 ;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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@ -228,8 +229,9 @@ void main() {
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float diffthreshM = diffthresh*mult*d0*k/20.;
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float avgDepth = 0.0;
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int seed = (frameCounter%40000) + frameCounter*2;
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float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
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// int seed = (frameCounter%40000) + frameCounter*2;
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// float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
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float noise = R2_dither();
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for(int i = 0; i < VPS_Search_Samples; i++){
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@ -37,11 +37,6 @@ const bool colortex5MipmapEnabled = true;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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uniform float nightVision;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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uniform sampler2D noisetex; //noise
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uniform sampler2D depthtex1; //depth
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@ -624,7 +619,7 @@ void main() {
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vec2 bnoise = blueNoise(gl_FragCoord.xy).rg;
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int seed = (frameCounter%40000) + frameCounter*2;
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float noise = fract(R2_samples(seed).y + bnoise.y);
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float noise_2 = blueNoise();
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float noise_2 = R2_dither();
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vec2 tempOffset = TAA_Offset;
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vec3 viewPos = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5,z));
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@ -643,7 +638,7 @@ void main() {
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vec3 normal = decode(dataUnpacked0.yw);
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vec2 lightmap = dataUnpacked1.yz;
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#ifndef OVERWORLD_SHADER
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#if defined END_SHADER || defined NETHER_SHADER
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lightmap.y = 1.0;
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#endif
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@ -700,9 +695,7 @@ void main() {
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float NdotL = 1.0;
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#ifdef OVERWORLD_SHADER
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#ifndef ambientLight_only
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DirectLightColor = lightCol.rgb/80.0;
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#endif
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DirectLightColor = lightCol.rgb/80.0;
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeSunlightColor(DirectLightColor);
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@ -754,15 +747,6 @@ void main() {
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#if defined NETHER_SHADER || defined END_SHADER
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gl_FragData[0].rgb = vec3(0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 Background = vec3(0.5,0.3,1.0)*0.025;
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Background += vec3(0.8,1.0,0.5) * 0.5 * pow(normalize(-feetPlayerPos_normalized).y*0.5+0.5,3.0);
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Background += stars(feetPlayerPos_normalized) * 100.0 * pow(normalize(feetPlayerPos_normalized).y*0.5+0.5,3.0);
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gl_FragData[0].rgb = clamp(Background, 0.0, 65000.);
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#endif
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} else {
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@ -829,8 +813,7 @@ void main() {
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for(int i = 0; i < samples; i++){
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// vec2 offsetS = SpiralSample(i, 7, 8, noise)*0.5;
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vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
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vec2 offsetS = tapLocation_simple(i, 7, 9, noise_2) * 0.5;
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float isShadow = shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, smallbias) ).x;
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Shadows += isShadow/samples;
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@ -965,10 +948,6 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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// Indirect_lighting += LightningFlashLighting;
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@ -1050,14 +1029,14 @@ void main() {
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#endif
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//////////////////////////////// SKY SSS ////////////////////////////////
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#ifdef Ambient_SSS
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#if defined Ambient_SSS && defined OVERWORLD_SHADER
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if (!hand){
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#if indirect_effect != 1
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SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
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#endif
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vec3 ambientColor = (AmbientLightColor / 30.0) * 2.5;
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vec3 ambientColor = (averageSkyCol_Clouds / 10.0);
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float skylightmap = pow(lightmap.y,3);
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Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
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@ -56,11 +56,6 @@ uniform ivec2 eyeBrightnessSmooth;
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#include "/lib/end_fog.glsl"
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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#include "/lib/fallback_fog.glsl"
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#endif
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float interleaved_gradientNoise(){
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@ -86,11 +86,6 @@ float blueNoise(){
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#include "/lib/end_fog.glsl"
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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#include "/lib/fallback_fog.glsl"
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#endif
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void main() {
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/* DRAWBUFFERS:4 */
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@ -115,14 +110,26 @@ float mixhistory = 0.07;
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4((skyGroundCol/150.0) * AmbientLightTint,1.0);
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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#ifdef ambientLight_only
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#else
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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#endif
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////////////////////////////////
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/// --- ATMOSPHERE IMAGE --- ///
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@ -302,6 +302,7 @@ screen.Porosity = Porosity / Puddles
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option.Puddles = Puddles
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option.Puddle_Size = Puddle Size Multiplier
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option.MATERIAL_AO = Material Ambient Occlusion
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option.DOF_QUALITY=Depth Of Field
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value.DOF_QUALITY.-1=Off
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@ -495,4 +496,6 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
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option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance.
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option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
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@ -16,6 +16,7 @@ vec3 DoAmbientLightColor(
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return IndirectLight + TorchLight;
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}
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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@ -27,57 +28,4 @@ vec4 RT_AmbientLight(
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return vec4(TorchLight, skyLM);
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}
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// #ifdef NETHER_SHADER
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// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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// return FogColor + TorchLight ;
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// }
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// #endif
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// #ifdef END_SHADER
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// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
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// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
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// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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// #endif
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// #ifdef FALLBACK_SHADER
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// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
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// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
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// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
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// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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// #endif
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}
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@ -198,7 +198,7 @@ vec4 GetVolumetricFog(
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float dither,
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float dither2
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){
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int SAMPLES = 32;
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int SAMPLES = 16;
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vec3 vL = vec3(0.0);
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float absorbance = 1.0;
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@ -286,7 +286,7 @@ vec4 GetVolumetricFog(
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float AirDensity = 0.002;
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// AirDensity = 0.0;
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vec3 vL1 = vec3(0.5,0.75,1.0);
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vec3 vL1 = vec3(0.5,0.75,1.0) * 0.5;
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// vL1 += Light1 + Light2;
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vL += (vL1 - vL1*exp2(-AirDensity*dd*dL)) * absorbance;
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@ -34,6 +34,7 @@ vec2 SpiralSample(
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return vec2(x, y);
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}
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////////////////////////////////////////////////////////////////
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///////////////////////////// SSAO ////////////////////////
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////////////////////////////////////////////////////////////////
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@ -261,6 +261,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#endif
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#define Puddle_Size 1.0 // [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
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// #define MATERIAL_AO
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//////////////////////////////////////
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||||
@ -315,7 +316,9 @@ uniform int moonPhase;
|
||||
#ifdef VOLUMETRIC_CLOUDS
|
||||
#define Cloud_Fog
|
||||
|
||||
#define CLOUDS_SHADOWS
|
||||
#ifndef ambientLight_only
|
||||
#define CLOUDS_SHADOWS
|
||||
#endif
|
||||
|
||||
#ifdef CLOUDS_SHADOWS
|
||||
#define VL_CLOUDS_SHADOWS
|
||||
|
@ -36,6 +36,7 @@ blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
|
||||
blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
|
||||
blend.gbuffers_armor_glint = ONE ONE ONE ONE
|
||||
blend.gbuffers_weather = ONE ONE ONE ONE
|
||||
blend.gbuffers_skytextured = ONE ONE ONE ONE
|
||||
@ -48,7 +49,6 @@ blend.gbuffers_basic = off
|
||||
blend.gbuffers_entities = off
|
||||
blend.gbuffers_armor_glint = off
|
||||
blend.gbuffers_beaconbeam = off
|
||||
blend.gbuffers_spidereyes = off
|
||||
blend.gbuffers_armor_glint = off
|
||||
|
||||
blend.gbuffers_water.colortex11 = off
|
||||
@ -98,6 +98,9 @@ PhysicsMod_support [LabPBR]
|
||||
screen.Filtering.columns=1
|
||||
screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
|
||||
|
||||
screen.Sun_and_Moon_Colors.columns = 1
|
||||
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT
|
||||
@ -108,7 +111,15 @@ PhysicsMod_support [LabPBR]
|
||||
screen.Ambient_Colors.columns=1
|
||||
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT <empty> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
|
||||
### LABPBR
|
||||
screen.LabPBR.columns = 1
|
||||
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] MATERIAL_AO
|
||||
|
||||
screen.Emissives.columns = 1
|
||||
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
|
||||
|
||||
screen.Porosity.columns = 1
|
||||
screen.Porosity = Porosity <empty> Puddles Puddle_Size
|
||||
|
||||
######## WORLD
|
||||
screen.World.columns=1
|
||||
@ -226,22 +237,12 @@ PhysicsMod_support [LabPBR]
|
||||
screen.Misc_Settings.columns=1
|
||||
screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS
|
||||
|
||||
screen.the_orb.columns = 1
|
||||
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
|
||||
screen.the_orb.columns = 1
|
||||
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
|
||||
|
||||
|
||||
screen.LabPBR.columns = 1
|
||||
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
|
||||
|
||||
screen.Emissives.columns = 1
|
||||
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
|
||||
|
||||
screen.Porosity.columns = 1
|
||||
screen.Porosity = Porosity <empty> Puddles Puddle_Size
|
||||
|
||||
screen.Sun_and_Moon_Colors.columns = 1
|
||||
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
|
||||
|
||||
screen.Advanced = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
|
||||
|
||||
|
||||
|
||||
@ -335,7 +336,8 @@ uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlas
|
||||
####### BIOME RELATED STUFF #######
|
||||
###################################
|
||||
|
||||
variable.int.BiomeTransitionTime = 1
|
||||
# in seconds
|
||||
variable.int.BiomeTransitionTime = 30
|
||||
|
||||
#ifdef SWAMP_ENV
|
||||
uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
|
||||
@ -367,7 +369,7 @@ uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0),
|
||||
# set to only happen in cold mountains.
|
||||
uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
|
||||
|
||||
uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 5,5)
|
||||
uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15)
|
||||
|
||||
|
||||
|
||||
@ -381,7 +383,11 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
|
||||
uniform.float.dead = smooth(if(dying >= 1.99, 1,0),1,0)
|
||||
#endif
|
||||
|
||||
uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
|
||||
# uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
|
||||
|
||||
# photon stuff
|
||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
||||
|
||||
texture.noise = texture/noises.png
|
||||
texture.composite.colortex6 = texture/blueNoise.png
|
||||
@ -428,7 +434,6 @@ variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + s
|
||||
|
||||
uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
|
||||
|
||||
|
||||
variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
|
||||
variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
|
||||
variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
|
||||
@ -439,8 +444,4 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
|
||||
|
||||
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
|
||||
|
||||
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
||||
|
||||
# photon stuff
|
||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
||||
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite1.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite1.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite10.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite10.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite11.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite11.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite2.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite2.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite3.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite3.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite4.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite4.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite5.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite5.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite6.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite6.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite7.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite7.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite8.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite8.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite9.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/composite9.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/deferred.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/deferred.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/deferred1.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/deferred1.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/final.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/final.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define ENCHANT_GLINT
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define ENCHANT_GLINT
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.vsh"
|
@ -1,9 +0,0 @@
|
||||
#version 120
|
||||
|
||||
// #define ENTITIES
|
||||
#define BLOCKENTITIES
|
||||
#define WORLD
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,10 +0,0 @@
|
||||
#version 120
|
||||
|
||||
// #define ENTITIES
|
||||
// #define LINE
|
||||
#define BLOCKENTITIES
|
||||
#define WORLD
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define BEACON_BEAM
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define BEACON_BEAM
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.vsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define WORLD
|
||||
#define BLOCKENTITIES
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define WORLD
|
||||
#define BLOCKENTITIES
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
#define DAMAGE_BLOCK_EFFECT
|
||||
|
||||
#include "/dimensions/all_translucent.fsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
#define DAMAGE_BLOCK_EFFECT
|
||||
|
||||
#include "/dimensions/all_translucent.vsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define WORLD
|
||||
#define ENTITIES
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,9 +0,0 @@
|
||||
#version 120
|
||||
|
||||
|
||||
// #define WORLD
|
||||
#define ENTITIES
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define GLOWING
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define GLOWING
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.vsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define WORLD
|
||||
#define HAND
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define WORLD
|
||||
#define HAND
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define HAND
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.fsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define HAND
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.vsh"
|
@ -1,7 +0,0 @@
|
||||
#version 120
|
||||
|
||||
/* RENDERTARGETS:0 */
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
#version 120
|
||||
|
||||
/* RENDERTARGETS:0 */
|
||||
|
||||
void main() {
|
||||
discard;
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define SPIDER_EYES
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define SPIDER_EYES
|
||||
|
||||
#include "/dimensions/all_vanilla_emissives.vsh"
|
@ -1,7 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#define WORLD
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,7 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#define WORLD
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.fsh"
|
@ -1,6 +0,0 @@
|
||||
#version 120
|
||||
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.fsh"
|
@ -1,8 +0,0 @@
|
||||
#version 120
|
||||
|
||||
// #define WEATHER
|
||||
#define PARTICLES
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.vsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.fsh"
|
@ -1,5 +0,0 @@
|
||||
#version 120
|
||||
|
||||
#define FALLBACK_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.vsh"
|
@ -1,49 +0,0 @@
|
||||
#version 120
|
||||
|
||||
|
||||
varying vec4 lmtexcoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D gaux1;
|
||||
uniform vec4 lightCol;
|
||||
uniform vec3 sunVec;
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform float skyIntensityNight;
|
||||
uniform float skyIntensity;
|
||||
uniform float rainStrength;
|
||||
|
||||
uniform mat4 gbufferProjectionInverse;
|
||||
|
||||
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
||||
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
|
||||
vec3 toScreenSpaceVector(vec3 p) {
|
||||
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
|
||||
vec3 p3 = p * 2. - 1.;
|
||||
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
|
||||
return normalize(fragposition.xyz);
|
||||
}
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:2 */
|
||||
gl_FragData[0] = texture2D(texture, lmtexcoord.xy)*color;
|
||||
gl_FragData[0].a = clamp(gl_FragData[0].a -0.1,0.0,1.0)*0.5;
|
||||
vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
|
||||
vec3 ambient = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb;
|
||||
|
||||
gl_FragData[0].rgb = dot(albedo,vec3(1.0))*ambient*10./3.0/150.*0.1;
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,44 +0,0 @@
|
||||
#version 120
|
||||
#define TAA
|
||||
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
|
||||
varying vec4 lmtexcoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
|
||||
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
|
||||
|
||||
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
|
||||
lmtexcoord.zw = lmcoord*lmcoord;
|
||||
|
||||
|
||||
gl_Position = ftransform();
|
||||
|
||||
color = gl_Color;
|
||||
#ifdef TAA
|
||||
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
||||
#endif
|
||||
}
|
Loading…
Reference in New Issue
Block a user