#version 120 //#extension GL_ARB_shader_texture_lod : disable #include "/lib/settings.glsl" varying vec2 texcoord; uniform sampler2D tex; uniform sampler2D noisetex; uniform int frameCounter; uniform float frameTimeCounter; uniform vec3 cameraPosition; varying vec4 color; varying float materials; flat varying vec4 playerpos; #include "/lib/waterBump.glsl" //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; uniform mat4 shadowModelView; uniform mat4 shadowModelViewInverse; uniform mat4 shadowProjection; #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 p3 = p * 2. - 1.; vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } float blueNoise(){ return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 ); } void main() { gl_FragData[0] = texture2D(tex,texcoord.xy) * color; #ifdef SHADOW_DISABLE_ALPHA_MIPMAPS gl_FragData[0].a = texture2DLod(tex, texcoord.xy, 0).a; #endif #ifdef Stochastic_Transparent_Shadows if(gl_FragData[0].a < blueNoise()) { discard; return;} #endif #ifdef RENDER_ENTITY_SHADOWS #endif // if(materials > 0.95){ // // gl_FragData[0] = vec4(0.3,0.8,1.0,0.1); // gl_FragData[0] = vec4(1.0,1.0,1.0,0.1); // } }