re-do border fog. make the sunlight get absorbed by the sky more (it gets more colorful). clean up the fog with clouds function

This commit is contained in:
Xonk
2023-12-27 15:04:36 -05:00
parent 2d64880893
commit 3d58394509
7 changed files with 62 additions and 88 deletions

View File

@ -6,9 +6,9 @@ uniform sampler2D colortex7;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform sampler2D shadowcolor0;
uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
// uniform sampler2D shadowcolor0;
// uniform sampler2D shadowtex0;
// uniform sampler2D shadowtex1;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
@ -161,28 +161,5 @@ void main() {
applyContrast(FINAL_COLOR, CONTRAST); // for fun
gl_FragColor.rgb = FINAL_COLOR;
// uniform sampler2D shadowcolor0;
// uniform sampler2D shadowtex0;
// uniform sampler2D shadowtex1;
// vec2 coord = gl_FragCoord.xy;
// int invertChecker = int(mod(coord.x,2)) * int(mod(coord.y,2));
// int checker = int(mod(coord.x*coord.y,2));
// int checker2 = int(mod(coord.x*coord.y+1,2));
// gl_FragColor.rgb = vec3(0.2) * checker * checker2;
// if( hideGUI == 1){
// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
// // if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
// }
}