ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember

This commit is contained in:
Xonk
2023-07-12 19:29:20 -04:00
parent 7618c0abba
commit 0b4bf8e7c6
31 changed files with 1013 additions and 361 deletions

View File

@ -14,21 +14,21 @@ uniform int frameCounter;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
float R2_dither(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 ) ;
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
void main() {
gl_FragData[0] = texture2D(tex,texcoord.xy);
#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
#endif
#ifdef RENDER_ENTITY_SHADOWS
#endif
#ifdef Stochastic_Transparent_Shadows
gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
gl_FragData[0].a = float(gl_FragData[0].a >= blueNoise());
#endif
}