custommods
This commit is contained in:
@@ -0,0 +1,84 @@
|
||||
/*
|
||||
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
|
||||
*/
|
||||
|
||||
//Common//
|
||||
#include "/lib/common.glsl"
|
||||
|
||||
//Varyings//
|
||||
varying vec2 texCoord;
|
||||
|
||||
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
|
||||
#ifdef FSH
|
||||
|
||||
//Uniforms//
|
||||
uniform sampler2D texture;
|
||||
|
||||
//Program//
|
||||
void main() {
|
||||
vec4 albedo = texture2D(texture, texCoord.xy);
|
||||
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 2.25;
|
||||
|
||||
#ifdef WHITE_WORLD
|
||||
albedo.a = 0.0;
|
||||
#endif
|
||||
|
||||
#ifdef GBUFFER_CODING
|
||||
albedo.rgb = vec3(170.0, 170.0, 170.0) / 255.0;
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
|
||||
#endif
|
||||
|
||||
/* DRAWBUFFERS:0 */
|
||||
gl_FragData[0] = albedo;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
|
||||
#ifdef VSH
|
||||
|
||||
//Uniforms//
|
||||
#if AA == 2 || AA == 3
|
||||
uniform int frameCounter;
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
#include "/lib/util/jitter.glsl"
|
||||
#endif
|
||||
#if AA == 4
|
||||
uniform int frameCounter;
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
#include "/lib/util/jitter2.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef WORLD_CURVATURE
|
||||
uniform mat4 gbufferModelView;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
#endif
|
||||
|
||||
//Includes//
|
||||
#ifdef WORLD_CURVATURE
|
||||
#include "/lib/vertex/worldCurvature.glsl"
|
||||
#endif
|
||||
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
|
||||
#ifdef WORLD_CURVATURE
|
||||
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
|
||||
position.y -= WorldCurvature(position.xz);
|
||||
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
|
||||
#else
|
||||
gl_Position = ftransform();
|
||||
#endif
|
||||
|
||||
#if AA > 1
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user