#version 120 /* DRAWBUFFERS:02 */ //0=gcolor, 2=gnormal for normals /* Sildur's Enhanced Default: https://www.patreon.com/Sildur https://sildurs-shaders.github.io/ https://twitter.com/Sildurs_shaders https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default Permissions: You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours. */ #define gbuffers_clouds #include "shaders.settings" varying vec2 texcoord; varying vec4 color; uniform sampler2D texture; #ifdef Fog const int GL_LINEAR = 9729; const int GL_EXP = 2048; uniform int fogMode; #endif void main() { gl_FragData[0] = texture2D(texture, texcoord.xy)*color; gl_FragData[1] = vec4(0.0); //fill normal buffer with 0.0, improves performance #ifdef Fog if (fogMode == GL_EXP) { gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, 1.0 - clamp(exp(-gl_Fog.density * gl_FogFragCoord), 0.0, 1.0)); } else if (fogMode == GL_LINEAR) { gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0)); } #endif }