surprise commit

new stuff

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

lighting is more balanced in general.
This commit is contained in:
Xonk
2023-04-16 16:18:26 -04:00
parent 7fc3d17c05
commit 2ee6634935
223 changed files with 8807 additions and 16872 deletions

View File

@ -1,9 +1,8 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -11,8 +10,9 @@
//////////////////////////////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();
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
//*0.51 to avoid errors when sampling outside since clearing is disabled
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2-1.0;
}