mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
36 lines
1.1 KiB
GLSL
36 lines
1.1 KiB
GLSL
#include "/lib/settings.glsl"
|
|
|
|
uniform sampler2D depthtex0;
|
|
uniform sampler2D dhDepthTex;
|
|
uniform sampler2D colortex1;
|
|
uniform sampler2D colortex2;
|
|
uniform vec2 texelSize;
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
#if defined OVERWORLD_SHADER
|
|
/* RENDERTARGETS:1,2 */
|
|
#endif
|
|
|
|
void main() {
|
|
|
|
vec2 texcoord = gl_FragCoord.xy * texelSize;
|
|
|
|
gl_FragData[0] = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy),0);
|
|
|
|
if(texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0) {
|
|
// doing this for precision reasons, DH does NOT like depth => 1.0
|
|
}else{
|
|
|
|
gl_FragData[0].rgb = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb * 10.0;
|
|
gl_FragData[0].a = 0.0;
|
|
|
|
}
|
|
|
|
gl_FragData[1] = vec4(0,0,0,0);
|
|
|
|
} |