Bliss-Shader/shaders/composite10.vsh
Xonk 2ee6634935 surprise commit
new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
2023-04-16 16:18:26 -04:00

19 lines
862 B
GLSL

#version 120
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
gl_Position = ftransform();
//*0.51 to avoid errors when sampling outside since clearing is disabled
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2.0-1.0;
}