mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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varying vec2 texcoord;
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flat varying vec4 exposure;
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flat varying vec2 rodExposureDepth;
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uniform sampler2D colortex4;
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uniform vec2 texelSize;
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uniform int framemod8;
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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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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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}
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