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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -1,10 +1,7 @@
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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varying vec2 texcoord;
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flat varying vec3 zMults;
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uniform float far;
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uniform float near;
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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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@ -12,8 +9,9 @@ uniform float near;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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zMults = vec3(1.0/(far * near),far+near,far-near);
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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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texcoord = gl_MultiTexCoord0.xy;
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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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}
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