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

@ -1,35 +1,8 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
// #define ENTITIES
// #define BLOCKENTITIES
// #define WORLD
#define SPIDEREYES
varying vec4 lmtexcoord;
varying vec4 color;
uniform sampler2D texture;
uniform sampler2D gaux1;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:2 */
void main() {
vec4 Albedo = texture2D(texture, lmtexcoord.xy)*color;
Albedo.a = 1.0;
float exposure = texelFetch2D(gaux1,ivec2(10,37),0).r;
Albedo.rgb *= 25.0 ;
Albedo.rgb *= clamp(0.5-exposure,0.05,1.0);
gl_FragData[0] = Albedo;
}
#include "gbuffers_all_solid.fsh"