#version 120 #include "/lib/settings.glsl" #if RESOURCEPACK_SKY != 0 varying vec4 color; varying vec2 texcoord; uniform sampler2D texture; uniform sampler2D depthtex0; uniform int renderStage; uniform vec2 texelSize; float interleaved_gradientNoise(){ // vec2 coord = gl_FragCoord.xy + (frameCounter%40000); vec2 coord = gl_FragCoord.xy ; // vec2 coord = gl_FragCoord.xy; float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) ); return noise ; } vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } #endif void main() { #if RESOURCEPACK_SKY != 0 /* RENDERTARGETS:2 */ gl_FragData[0] = vec4(0.0,0.0,0.0,1.0); vec4 COLOR = texture2D(texture, texcoord.xy); COLOR.rgb = toLinear(COLOR.rgb); COLOR *= color; #if RESOURCEPACK_SKY == 3 if(renderStage == 1 || renderStage == 3) { discard; return; } #endif #if RESOURCEPACK_SKY == 1 if(renderStage == 4 || renderStage == 5) { discard; return; } #else if(renderStage == 4 || renderStage == MC_RENDER_STAGE_SUN) COLOR.rgb *= 5.0; #endif COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0); gl_FragData[0] = vec4(COLOR.rgb*0.1, COLOR.a); #else discard; #endif }