diff --git a/shaders/composite.fsh b/shaders/composite.fsh index daf861f..891bb98 100644 --- a/shaders/composite.fsh +++ b/shaders/composite.fsh @@ -1,13 +1,13 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec3 WsunVec; flat varying vec2 TAA_Offset; #include "/lib/res_params.glsl" -#include "lib/Shadow_Params.glsl" +#include "/lib/Shadow_Params.glsl" uniform sampler2D depthtex1; uniform sampler2D colortex1; diff --git a/shaders/composite.vsh b/shaders/composite.vsh index d86db7a..667fd18 100644 --- a/shaders/composite.vsh +++ b/shaders/composite.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec2 TAA_Offset; flat varying vec3 WsunVec; diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 765cbb4..a87f509 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -2,7 +2,7 @@ //Render sky, volumetric clouds, direct lighting //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" const bool colortex5MipmapEnabled = true; const bool colortex12MipmapEnabled = true; @@ -137,17 +137,17 @@ vec3 viewToWorld(vec3 viewPosition) { } -#include "lib/res_params.glsl" -#include "lib/Shadow_Params.glsl" -#include "lib/color_transforms.glsl" -#include "lib/sky_gradient.glsl" -#include "lib/stars.glsl" -#include "lib/volumetricClouds.glsl" -#include "lib/waterBump.glsl" -#include "lib/specular.glsl" +#include "/lib/res_params.glsl" +#include "/lib/Shadow_Params.glsl" +#include "/lib/color_transforms.glsl" +#include "/lib/sky_gradient.glsl" +#include "/lib/stars.glsl" +#include "/lib/volumetricClouds.glsl" +#include "/lib/waterBump.glsl" +#include "/lib/specular.glsl" #define OVERWORLD -#include "lib/diffuse_lighting.glsl" +#include "/lib/diffuse_lighting.glsl" float lengthVec (vec3 vec){ return sqrt(dot(vec,vec)); @@ -736,7 +736,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars) -#include "lib/PhotonGTAO.glsl" +#include "/lib/PhotonGTAO.glsl" uniform float detectThunderStorm; //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/composite1.vsh b/shaders/composite1.vsh index 10836c7..43f40c1 100644 --- a/shaders/composite1.vsh +++ b/shaders/composite1.vsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; diff --git a/shaders/composite10.fsh b/shaders/composite10.fsh index 06b5762..b0ffc65 100644 --- a/shaders/composite10.fsh +++ b/shaders/composite10.fsh @@ -1,8 +1,8 @@ #version 120 -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //Merge and upsample the blurs into a 1/4 res bloom buffer -#include "lib/res_params.glsl" +#include "/lib/res_params.glsl" uniform sampler2D colortex3; uniform sampler2D colortex6; diff --git a/shaders/composite10.vsh b/shaders/composite10.vsh index 97113b9..86ba64b 100644 --- a/shaders/composite10.vsh +++ b/shaders/composite10.vsh @@ -1,6 +1,6 @@ #version 120 -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/composite11.fsh b/shaders/composite11.fsh index e92a20f..b0587a2 100644 --- a/shaders/composite11.fsh +++ b/shaders/composite11.fsh @@ -54,7 +54,7 @@ vec4 Weather_properties = Moon_Weather_properties; #include "/lib/color_transforms.glsl" #include "/lib/color_dither.glsl" -// #include "lib/biome_specifics.glsl" +// #include "/lib/biome_specifics.glsl" #include "/lib/bokeh.glsl" float cdist(vec2 coord) { diff --git a/shaders/composite11.vsh b/shaders/composite11.vsh index 91823a4..e5dec68 100644 --- a/shaders/composite11.vsh +++ b/shaders/composite11.vsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" varying vec2 texcoord; diff --git a/shaders/composite2.fsh b/shaders/composite2.fsh index 36efaff..9d07dec 100644 --- a/shaders/composite2.fsh +++ b/shaders/composite2.fsh @@ -2,7 +2,7 @@ //Volumetric fog rendering //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec4 lightCol; flat varying vec3 sunColor; @@ -41,16 +41,16 @@ uniform vec2 texelSize; // uniform int worldTime; -#include "lib/Shadow_Params.glsl" -#include "lib/color_transforms.glsl" -#include "lib/color_dither.glsl" -#include "lib/projections.glsl" -#include "lib/sky_gradient.glsl" +#include "/lib/Shadow_Params.glsl" +#include "/lib/color_transforms.glsl" +#include "/lib/color_dither.glsl" +#include "/lib/projections.glsl" +#include "/lib/sky_gradient.glsl" #include "/lib/res_params.glsl" #define TIMEOFDAYFOG -#include "lib/volumetricClouds.glsl" +#include "/lib/volumetricClouds.glsl" float blueNoise(){ @@ -114,7 +114,7 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves // return vec*inversesqrt(dot(vec,vec)); // } -#include "lib/volumetricFog.glsl" +#include "/lib/volumetricFog.glsl" void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){ int spCount = 8; diff --git a/shaders/composite2.vsh b/shaders/composite2.vsh index c0801f1..6fde17c 100644 --- a/shaders/composite2.vsh +++ b/shaders/composite2.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec3 averageSkyCol_Clouds; flat varying vec3 averageSkyCol; @@ -28,7 +28,7 @@ uniform mat4 gbufferModelViewInverse; #include "/lib/util.glsl" #include "/lib/res_params.glsl" -// #include "lib/biome_specifics.glsl" +// #include "/lib/biome_specifics.glsl" // uniform float sandStorm; diff --git a/shaders/composite3.fsh b/shaders/composite3.fsh index 43cece3..f25768d 100644 --- a/shaders/composite3.fsh +++ b/shaders/composite3.fsh @@ -1,7 +1,7 @@ #version 120 //Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec3 zMults; flat varying vec2 TAA_Offset; @@ -51,12 +51,12 @@ uniform float darknessFactor; uniform float darknessLightFactor; -#include "lib/waterBump.glsl" +#include "/lib/waterBump.glsl" #include "/lib/res_params.glsl" -#include "lib/sky_gradient.glsl" -#include "lib/volumetricClouds.glsl" -// #include "lib/biome_specifics.glsl" +#include "/lib/sky_gradient.glsl" +#include "/lib/volumetricClouds.glsl" +// #include "/lib/biome_specifics.glsl" @@ -81,7 +81,7 @@ vec3 toScreenSpace(vec3 p) { } -// #include "lib/specular.glsl" +// #include "/lib/specular.glsl" diff --git a/shaders/composite3.vsh b/shaders/composite3.vsh index f75756f..cc4dad6 100644 --- a/shaders/composite3.vsh +++ b/shaders/composite3.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec4 lightCol; flat varying vec3 WsunVec; diff --git a/shaders/composite4.fsh b/shaders/composite4.fsh index 49be8c7..d33eec1 100644 --- a/shaders/composite4.fsh +++ b/shaders/composite4.fsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" uniform sampler2D colortex3; // Compute 3x3 min max for TAA diff --git a/shaders/composite4.vsh b/shaders/composite4.vsh index 003ea2b..19b0cb5 100644 --- a/shaders/composite4.vsh +++ b/shaders/composite4.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/composite5.fsh b/shaders/composite5.fsh index 2c1599e..10cf4d1 100644 --- a/shaders/composite5.fsh +++ b/shaders/composite5.fsh @@ -3,8 +3,8 @@ //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" //TAA OPTIONS @@ -83,7 +83,7 @@ uniform mat4 gbufferPreviousModelView; #define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.) -#include "lib/projections.glsl" +#include "/lib/projections.glsl" float luma(vec3 color) { diff --git a/shaders/composite5.vsh b/shaders/composite5.vsh index bffb14b..dc10bf5 100644 --- a/shaders/composite5.vsh +++ b/shaders/composite5.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" varying vec2 texcoord; flat varying float exposureA; diff --git a/shaders/composite6.fsh b/shaders/composite6.fsh index 937e315..c2c485c 100644 --- a/shaders/composite6.fsh +++ b/shaders/composite6.fsh @@ -1,14 +1,14 @@ #version 120 //downsample 1st pass (half res) for bloom -#include "lib/settings.glsl" +#include "/lib/settings.glsl" uniform sampler2D colortex5; // uniform sampler2D colortex8; uniform vec2 texelSize; uniform float viewWidth; uniform float viewHeight; -#include "lib/res_params.glsl" +#include "/lib/res_params.glsl" void main() { diff --git a/shaders/composite6.vsh b/shaders/composite6.vsh index 97113b9..86ba64b 100644 --- a/shaders/composite6.vsh +++ b/shaders/composite6.vsh @@ -1,6 +1,6 @@ #version 120 -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/composite7.fsh b/shaders/composite7.fsh index 600234b..83a15f7 100644 --- a/shaders/composite7.fsh +++ b/shaders/composite7.fsh @@ -1,7 +1,7 @@ #version 120 -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //downsample 1st pass (half res) for bloom -#include "lib/res_params.glsl" +#include "/lib/res_params.glsl" uniform sampler2D colortex3; // uniform sampler2D colortex8; uniform vec2 texelSize; diff --git a/shaders/composite7.vsh b/shaders/composite7.vsh index 23439b2..74659ca 100644 --- a/shaders/composite7.vsh +++ b/shaders/composite7.vsh @@ -1,6 +1,6 @@ #version 120 -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/composite8.fsh b/shaders/composite8.fsh index 513baa1..54aea8f 100644 --- a/shaders/composite8.fsh +++ b/shaders/composite8.fsh @@ -1,7 +1,7 @@ #version 120 -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //6 Horizontal gaussian blurs and horizontal downsampling -#include "lib/res_params.glsl" +#include "/lib/res_params.glsl" uniform sampler2D colortex6; uniform vec2 texelSize; diff --git a/shaders/composite8.vsh b/shaders/composite8.vsh index 568bb90..fe2f03e 100644 --- a/shaders/composite8.vsh +++ b/shaders/composite8.vsh @@ -1,6 +1,6 @@ #version 120 -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; varying vec2 texcoord; diff --git a/shaders/composite9.fsh b/shaders/composite9.fsh index da17b54..7f635c3 100644 --- a/shaders/composite9.fsh +++ b/shaders/composite9.fsh @@ -1,7 +1,7 @@ #version 120 -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //6 Vertical gaussian blurs and vertical downsampling -#include "lib/res_params.glsl" +#include "/lib/res_params.glsl" uniform sampler2D colortex6; diff --git a/shaders/composite9.vsh b/shaders/composite9.vsh index 82dc7ae..3bbdf17 100644 --- a/shaders/composite9.vsh +++ b/shaders/composite9.vsh @@ -1,7 +1,7 @@ #version 120 -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; varying vec2 texcoord; diff --git a/shaders/deferred.fsh b/shaders/deferred.fsh index 8885f46..107e3be 100644 --- a/shaders/deferred.fsh +++ b/shaders/deferred.fsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps #define ReflectedFog @@ -43,17 +43,17 @@ uniform vec3 cameraPosition; uniform float far; uniform ivec2 eyeBrightnessSmooth; -#include "lib/Shadow_Params.glsl" +#include "/lib/Shadow_Params.glsl" #include "/lib/util.glsl" #include "/lib/ROBOBO_sky.glsl" -#include "lib/sky_gradient.glsl" +#include "/lib/sky_gradient.glsl" // uniform int worldTime; #define TIMEOFDAYFOG -#include "lib/volumetricClouds.glsl" +#include "/lib/volumetricClouds.glsl" -// #include "lib/biome_specifics.glsl" +// #include "/lib/biome_specifics.glsl" vec3 toShadowSpaceProjected(vec3 p3){ p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz; @@ -80,7 +80,7 @@ float luma(vec3 color) { return dot(color,vec3(0.299, 0.587, 0.114)); } -#include "lib/volumetricFog.glsl" +#include "/lib/volumetricFog.glsl" const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0); diff --git a/shaders/deferred.vsh b/shaders/deferred.vsh index cc1488f..0775286 100644 --- a/shaders/deferred.vsh +++ b/shaders/deferred.vsh @@ -2,8 +2,8 @@ //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" -#include "lib/res_params.glsl" +#include "/lib/settings.glsl" +#include "/lib/res_params.glsl" flat varying vec3 averageSkyCol_Clouds; flat varying vec3 averageSkyCol; @@ -38,7 +38,7 @@ uniform float rainStrength; // uniform int worldTime; vec3 sunVec = normalize(mat3(gbufferModelViewInverse) *sunPosition); -#include "lib/sky_gradient.glsl" +#include "/lib/sky_gradient.glsl" #include "/lib/util.glsl" #include "/lib/ROBOBO_sky.glsl" diff --git a/shaders/deferred1.fsh b/shaders/deferred1.fsh index a2e283e..8e16dee 100644 --- a/shaders/deferred1.fsh +++ b/shaders/deferred1.fsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" //Computes volumetric clouds at variable resolution (default 1/4 res) @@ -54,8 +54,8 @@ float interleaved_gradientNoise(){ float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } -#include "lib/sky_gradient.glsl" -#include "lib/volumetricClouds.glsl" +#include "/lib/sky_gradient.glsl" +#include "/lib/volumetricClouds.glsl" #include "/lib/res_params.glsl" const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), vec2(-1.,3.)/8., diff --git a/shaders/deferred1.vsh b/shaders/deferred1.vsh index 28b47a0..228c52a 100644 --- a/shaders/deferred1.vsh +++ b/shaders/deferred1.vsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" flat varying vec3 averageSkyCol_Clouds; flat varying vec3 sunColor; diff --git a/shaders/deferred2.fsh b/shaders/deferred2.fsh index 15bc220..fb23457 100644 --- a/shaders/deferred2.fsh +++ b/shaders/deferred2.fsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" uniform sampler2D colortex4; uniform sampler2D depthtex1; diff --git a/shaders/deferred2.vsh b/shaders/deferred2.vsh index 0bec5d7..1d24af4 100644 --- a/shaders/deferred2.vsh +++ b/shaders/deferred2.vsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" uniform vec2 texelSize; #include "/lib/res_params.glsl" diff --git a/shaders/final.fsh b/shaders/final.fsh index a75dc39..b116295 100644 --- a/shaders/final.fsh +++ b/shaders/final.fsh @@ -2,7 +2,7 @@ //Vignetting, applies bloom, applies exposure and tonemaps the final image //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" varying vec2 texcoord; @@ -16,8 +16,8 @@ uniform int frameCounter; uniform int isEyeInWater; -#include "lib/color_transforms.glsl" -#include "lib/color_dither.glsl" +#include "/lib/color_transforms.glsl" +#include "/lib/color_dither.glsl" #include "/lib/res_params.glsl" vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize ) { diff --git a/shaders/final.vsh b/shaders/final.vsh index 8146059..822a7b0 100644 --- a/shaders/final.vsh +++ b/shaders/final.vsh @@ -1,6 +1,6 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" varying vec2 texcoord; flat varying vec4 exposure; diff --git a/shaders/gbuffers_all_particles.fsh b/shaders/gbuffers_all_particles.fsh index 7bd6bac..49836e6 100644 --- a/shaders/gbuffers_all_particles.fsh +++ b/shaders/gbuffers_all_particles.fsh @@ -31,14 +31,14 @@ uniform mat4 shadowProjection; uniform vec3 cameraPosition; -#include "lib/settings.glsl" -#include "lib/Shadow_Params.glsl" +#include "/lib/settings.glsl" +#include "/lib/Shadow_Params.glsl" #include "/lib/res_params.glsl" -#include "lib/sky_gradient.glsl" -#include "lib/volumetricClouds.glsl" +#include "/lib/sky_gradient.glsl" +#include "/lib/volumetricClouds.glsl" #define OVERWORLD -#include "lib/diffuse_lighting.glsl" +#include "/lib/diffuse_lighting.glsl" //faster and actually more precise than pow 2.2 vec3 toLinear(vec3 sRGB){ diff --git a/shaders/gbuffers_all_particles.vsh b/shaders/gbuffers_all_particles.vsh index 237d8c4..ffed47d 100644 --- a/shaders/gbuffers_all_particles.vsh +++ b/shaders/gbuffers_all_particles.vsh @@ -1,6 +1,6 @@ // #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index 55390ad..d2af865 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -1,5 +1,5 @@ //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* diff --git a/shaders/gbuffers_all_translucent.fsh b/shaders/gbuffers_all_translucent.fsh index 05327d5..21b58ab 100644 --- a/shaders/gbuffers_all_translucent.fsh +++ b/shaders/gbuffers_all_translucent.fsh @@ -14,7 +14,7 @@ varying vec3 binormal; varying vec3 viewVector; -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" @@ -63,16 +63,16 @@ flat varying vec3 averageSkyCol_Clouds; -#include "lib/Shadow_Params.glsl" -#include "lib/color_transforms.glsl" -#include "lib/projections.glsl" -#include "lib/sky_gradient.glsl" -#include "lib/waterBump.glsl" -#include "lib/clouds.glsl" -#include "lib/stars.glsl" -#include "lib/volumetricClouds.glsl" +#include "/lib/Shadow_Params.glsl" +#include "/lib/color_transforms.glsl" +#include "/lib/projections.glsl" +#include "/lib/sky_gradient.glsl" +#include "/lib/waterBump.glsl" +#include "/lib/clouds.glsl" +#include "/lib/stars.glsl" +#include "/lib/volumetricClouds.glsl" #define OVERWORLD -#include "lib/diffuse_lighting.glsl" +#include "/lib/diffuse_lighting.glsl" float blueNoise(){ diff --git a/shaders/gbuffers_all_translucent.vsh b/shaders/gbuffers_all_translucent.vsh index 8e29396..e55f986 100644 --- a/shaders/gbuffers_all_translucent.vsh +++ b/shaders/gbuffers_all_translucent.vsh @@ -1,6 +1,6 @@ // #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" diff --git a/shaders/gbuffers_beaconbeam.vsh b/shaders/gbuffers_beaconbeam.vsh index 8fcca72..845f4ba 100644 --- a/shaders/gbuffers_beaconbeam.vsh +++ b/shaders/gbuffers_beaconbeam.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* diff --git a/shaders/gbuffers_spidereyes.vsh b/shaders/gbuffers_spidereyes.vsh index ebab698..597ab25 100644 --- a/shaders/gbuffers_spidereyes.vsh +++ b/shaders/gbuffers_spidereyes.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* diff --git a/shaders/shadow.fsh b/shaders/shadow.fsh index 9f1f64a..270cc01 100644 --- a/shaders/shadow.fsh +++ b/shaders/shadow.fsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_ARB_shader_texture_lod : disable //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" varying vec2 texcoord; diff --git a/shaders/shadow.vsh b/shaders/shadow.vsh index 2fb7c87..d1bdc17 100644 --- a/shaders/shadow.vsh +++ b/shaders/shadow.vsh @@ -8,8 +8,8 @@ This code is from Chocapic13' shaders Read the terms of modification and sharing before changing something below please ! !! DO NOT REMOVE !! */ -#include "lib/settings.glsl" -#include "lib/Shadow_Params.glsl" +#include "/lib/settings.glsl" +#include "/lib/Shadow_Params.glsl" #define SHADOW_MAP_BIAS 0.5 const float PI = 3.1415927; diff --git a/shaders/world-1/gbuffers_beaconbeam.vsh b/shaders/world-1/gbuffers_beaconbeam.vsh index 8fcca72..845f4ba 100644 --- a/shaders/world-1/gbuffers_beaconbeam.vsh +++ b/shaders/world-1/gbuffers_beaconbeam.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* diff --git a/shaders/world-1/gbuffers_spidereyes.vsh b/shaders/world-1/gbuffers_spidereyes.vsh index ebab698..597ab25 100644 --- a/shaders/world-1/gbuffers_spidereyes.vsh +++ b/shaders/world-1/gbuffers_spidereyes.vsh @@ -1,7 +1,7 @@ #version 120 //#extension GL_EXT_gpu_shader4 : disable -#include "lib/settings.glsl" +#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /*