#version 120 #include "/lib/settings.glsl" #if RESOURCEPACK_SKY != 0 varying vec4 color; varying vec2 texcoord; uniform sampler2D texture; uniform int renderStage; float interleaved_gradientNoise(){ // vec2 coord = gl_FragCoord.xy + (frameCounter%40000); vec2 coord = gl_FragCoord.xy ; // vec2 coord = gl_FragCoord.xy; float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); return noise ; } #endif void main() { #if RESOURCEPACK_SKY != 0 /* RENDERTARGETS:10 */ vec4 COLOR = texture2D(texture, texcoord.xy)*color; #if RESOURCEPACK_SKY == 3 if(renderStage == 1 || renderStage == 3) { discard; return; } #endif #if RESOURCEPACK_SKY == 1 if(renderStage == 4 || renderStage == 5) { discard; return; } #else if(renderStage == 4) COLOR.rgb *= 5.0; #endif COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0); gl_FragData[0] = vec4(COLOR.rgb/5.0, COLOR.a); #else discard; #endif }