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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues
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@ -21,16 +21,33 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./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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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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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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uniform sampler2D colortex4;
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flat varying float exposure;
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void main() {
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gl_Position = ftransform();
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#if defined ENCHANT_GLINT || defined SPIDER_EYES
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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texcoord = (gl_MultiTexCoord0).xy;
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#ifdef ENCHANT_GLINT
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