combine end and nether shaders into one group of programs. for my own ease of use.

This commit is contained in:
Xonk
2023-08-03 00:23:29 -04:00
parent cfc8722bc8
commit 848cccd9da
138 changed files with 2362 additions and 4710 deletions

View File

@ -0,0 +1,20 @@
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec4 exposure;
flat varying float rodExposure;
uniform sampler2D colortex4;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
}