improved ambient light a little more in the nether. (thanks ambrosia). added auto exposure to the nether.

This commit is contained in:
Xonk
2023-07-30 00:26:44 -04:00
parent 40eca33f91
commit b11b795160
8 changed files with 161 additions and 610 deletions

View File

@ -1,13 +1,24 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec4 exposure;
flat varying float rodExposure;
flat varying vec2 rodExposureDepth;
uniform sampler2D colortex4;
uniform vec2 texelSize;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -16,8 +27,12 @@ uniform sampler2D colortex4;
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;
rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
}