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https://github.com/X0nk/Bliss-Shader.git
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surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -1,35 +1,8 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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// #define ENTITIES
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// #define BLOCKENTITIES
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// #define WORLD
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#define SPIDEREYES
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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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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/* DRAWBUFFERS:2 */
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void main() {
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vec4 Albedo = texture2D(texture, lmtexcoord.xy)*color;
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Albedo.a = 1.0;
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float exposure = texelFetch2D(gaux1,ivec2(10,37),0).r;
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Albedo.rgb *= 25.0 ;
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Albedo.rgb *= clamp(0.5-exposure,0.05,1.0);
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gl_FragData[0] = Albedo;
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}
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#include "gbuffers_all_solid.fsh"
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