mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +08:00
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:
@ -1,24 +1,7 @@
|
||||
#version 120
|
||||
|
||||
/*
|
||||
!! DO NOT REMOVE !!
|
||||
This code is from Chocapic13' shaders
|
||||
Read the terms of modification and sharing before changing something below please !
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
/* RENDERTARGETS:0 */
|
||||
|
||||
/* RENDERTARGETS:12 */
|
||||
|
||||
varying vec4 color;
|
||||
varying vec2 texcoord;
|
||||
//faster and actually more precise than pow 2.2
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
uniform sampler2D texture;
|
||||
void main() {
|
||||
|
||||
gl_FragData[0] = texture2D(texture,texcoord.xy)*color;
|
||||
gl_FragData[0].rgb = gl_FragData[0].rgb*gl_FragData[0].a;
|
||||
discard;
|
||||
}
|
||||
|
Reference in New Issue
Block a user