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

@ -1,9 +1,10 @@
#version 120
#include "/lib/settings.glsl"
varying vec4 color;
varying vec4 lmtexcoord;
varying vec2 texcoord;
varying vec4 color;
uniform sampler2D texture;
//faster and actually more precise than pow 2.2
@ -11,24 +12,6 @@ vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
vec2 temp = floor( a * 255. );
return temp.x*constant1.x+temp.y*constant1.y;
}
float encodeVec2(float x,float y){
return encodeVec2(vec2(x,y));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -38,12 +21,9 @@ float encodeVec2(float x,float y){
void main() {
vec4 Albedo = texture2D(texture, texcoord);
vec4 Albedo = texture2D(texture, texcoord.xy) * color;
gl_FragData[0] = vec4(toLinear(Albedo.rgb), Albedo.a);
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.5);
Albedo *= color;
Albedo.rgb = toLinear(Albedo.rgb);
gl_FragData[0] = Albedo;
gl_FragData[1] = vec4(0.0,0.0,0.0,0.5);
}
}