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

@ -1,18 +1,21 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
varying vec2 texcoord;
flat varying float exposureA;
flat varying float tempOffsets;
uniform sampler2D colortex4;
uniform int frameCounter;
#include "/lib/util.glsl"
void main() {
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
tempOffsets = HaltonSeq2(frameCounter%10000);
void main() {
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0))/BLOOM_QUALITY;
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
exposureA = texelFetch2D(colortex4,ivec2(10,37),0).r;
//0-0.25
gl_Position.y = (gl_Position.y*0.5+0.5)*0.25/clampedRes.y*1080.0*2.0-1.0;
//0-0.5
gl_Position.x = (gl_Position.x*0.5+0.5)*0.5/clampedRes.x*1920.0*2.0-1.0;
texcoord = gl_MultiTexCoord0.xy/clampedRes*vec2(1920.,1080.);
}