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Bliss-Shader/shaders/world0_with_aether_flag/gbuffers_skytextured.fsh

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#version 120
#include "/lib/settings.glsl"
#if RESOURCEPACK_SKY != 0
varying vec4 color;
varying vec2 texcoord;
uniform sampler2D texture;
uniform sampler2D depthtex0;
uniform int renderStage;
uniform vec2 texelSize;
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 ;
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
#endif
void main() {
#if RESOURCEPACK_SKY != 0
/* RENDERTARGETS:2 */
vec4 COLOR = texture2D(texture, texcoord.xy) * color;
bool isSun = renderStage == MC_RENDER_STAGE_SUN || renderStage == 4;
bool isMoon = renderStage == MC_RENDER_STAGE_MOON || renderStage == 5;
bool isSkyBox = (renderStage == MC_RENDER_STAGE_SKY || renderStage == MC_RENDER_STAGE_CUSTOM_SKY) || (renderStage == 1 || renderStage == 3);
#if RESOURCEPACK_SKY == 1
if(isMoon || isSun) { discard; return; }
#endif
#if RESOURCEPACK_SKY == 3
if(isSkyBox) { discard; return; }
#endif
vec3 NEWCOLOR = COLOR.rgb;
if(isSun) NEWCOLOR.rgb = COLOR.rgb * 10.0;
if(isMoon) NEWCOLOR.rgb = COLOR.rgb * 5.0;
if(isSkyBox) NEWCOLOR.rgb = COLOR.rgb * 2.0;
NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
#else
discard;
#endif
}