few more tweaks/improvements to resourcepack skybox support

This commit is contained in:
Xonk
2025-03-22 00:07:30 -04:00
parent f453b02fbc
commit 04f9d47b25
4 changed files with 43 additions and 18 deletions

View File

@ -6,15 +6,22 @@ uniform sampler2D colortex1;
uniform sampler2D colortex2;
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 ;
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
#if defined OVERWORLD_SHADER
/* RENDERTARGETS:1,2 */
#endif
void main() {
@ -22,11 +29,21 @@ void main() {
gl_FragData[0] = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy),0);
if(texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0) {
if(
texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0
#ifdef DISTANT_HORIZONS
|| texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0
#endif
) {
// doing this for precision reasons, DH does NOT like depth => 1.0
}else{
vec3 skyColor = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb;
skyColor.rgb = max(skyColor.rgb - skyColor.rgb * interleaved_gradientNoise()*0.05, 0.0);
gl_FragData[0].rgb = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb * 10.0;
gl_FragData[0].rgb = skyColor/50.0;
gl_FragData[0].a = 0.0;
}