#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(renderStage == 4) COLOR.rgb *= 5.0; // if(renderStage == 5) COLOR.rgb *= 1.5; COLOR.rgb = max(COLOR.rgb * (0.9+0.1*interleaved_gradientNoise()), 0.0); gl_FragData[0] = vec4(COLOR.rgb/255.0, COLOR.a); #else discard; #endif }