mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
55 lines
1.3 KiB
GLSL
55 lines
1.3 KiB
GLSL
#version 120
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#include "/lib/settings.glsl"
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#if RESOURCEPACK_SKY != 0
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varying vec4 color;
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varying vec2 texcoord;
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uniform sampler2D texture;
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uniform sampler2D depthtex0;
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uniform int renderStage;
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uniform vec2 texelSize;
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy ;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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#endif
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void main() {
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#if RESOURCEPACK_SKY != 0
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/* RENDERTARGETS:2 */
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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vec4 COLOR = texture2D(texture, texcoord.xy);
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COLOR.rgb = toLinear(COLOR.rgb);
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COLOR *= color;
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#if RESOURCEPACK_SKY == 3
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if(renderStage == 1 || renderStage == 3) { discard; return; }
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#endif
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#if RESOURCEPACK_SKY == 1
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if(renderStage == 4 || renderStage == 5) { discard; return; }
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#else
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if(renderStage == 4 || renderStage == MC_RENDER_STAGE_SUN) COLOR.rgb *= 5.0;
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#endif
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COLOR.rgb = max(COLOR.rgb - COLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
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gl_FragData[0] = vec4(COLOR.rgb*0.1, COLOR.a);
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#else
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discard;
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#endif
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}
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