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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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@ -1,7 +1,13 @@
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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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varying vec2 texcoord;
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flat varying vec4 exposure;
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flat varying float rodExposure;
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uniform sampler2D colortex4;
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uniform float viewWidth;
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uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -9,9 +15,9 @@ uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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gl_Position = ftransform();
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//*0.51 to avoid errors when sampling outside since clearing is disabled
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26/clampedRes*vec2(1920.0,1080.)*2-1.0;
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texcoord = gl_MultiTexCoord0.xy;
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exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
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}
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