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

@ -2,7 +2,6 @@
//downsample 1st pass (half res) for bloom
uniform sampler2D colortex5;
uniform sampler2D colortex8;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
@ -18,9 +17,6 @@ void main() {
vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
vec2 quarterResTC = gl_FragCoord.xy*2.*resScale*texelSize;
float emissives = texture2D(colortex8,quarterResTC).a;
if(emissives == 1.0) emissives = 0.0;
emissives *= 5;
//0.5
gl_FragData[0] = texture2D(colortex5,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
gl_FragData[0] += texture2D(colortex5,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
@ -43,10 +39,6 @@ emissives *= 5;
gl_FragData[0] += texture2D(colortex5,quarterResTC)*0.125;
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
// gl_FragData[0].rgb += gl_FragData[0].rgb*emissives;
if (quarterResTC.x > 1.0 - 3.5*texelSize.x || quarterResTC.y > 1.0 -3.5*texelSize.y || quarterResTC.x < 3.5*texelSize.x || quarterResTC.y < 3.5*texelSize.y) gl_FragData[0].rgb = vec3(0.0);