make handheld lights work on particles and translucents. make lit particle brightness work again. exclude hand from bloom. extend bloom mulitplier slider.

This commit is contained in:
Xonk
2023-10-30 16:07:38 -04:00
parent 6fdc95dff4
commit 8f5111d82d
15 changed files with 135 additions and 47 deletions

View File

@ -38,7 +38,13 @@ uniform sampler2D colortex4;
flat varying float exposure;
void main() {
color = gl_Color;
#ifdef ENCHANT_GLINT
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#else
texcoord = (gl_MultiTexCoord0).xy;
#endif
#if defined ENCHANT_GLINT || defined SPIDER_EYES
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
@ -49,19 +55,12 @@ void main() {
gl_Position = ftransform();
#endif
texcoord = (gl_MultiTexCoord0).xy;
#ifdef ENCHANT_GLINT
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
// float exposure = texelFetch2D(colortex4, ivec2(10,37),0).r;
#endif
color = gl_Color;
#ifdef BEACON_BEAM
if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif