added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.

This commit is contained in:
Xonk
2023-07-06 20:47:26 -04:00
parent 4ec1a86639
commit b62cb8aa4b
36 changed files with 262 additions and 616 deletions

View File

@ -1,6 +1,8 @@
#version 120
//#extension GL_EXT_gpu_shader4 : disable
#define TAA
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
/*
!! DO NOT REMOVE !!
@ -9,24 +11,19 @@ Read the terms of modification and sharing before changing something below pleas
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
attribute vec4 at_tangent;
#endif
varying vec2 texcoord;
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.);
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//////////////////////////////
@ -34,21 +31,18 @@ uniform int framemod8;
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
lmtexcoord.zw = lmcoord;
gl_Position = ftransform();
color = gl_Color;
#ifdef MC_NORMAL_MAP
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
#endif
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
texcoord = (gl_MultiTexCoord0).xy;
color = gl_Color;
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
}
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif
}