Files
Gregtech-New-Bastards/.minecraft/shaderpacks/Sildur's Enhanced Default v1.172 Fancy/shaders/gbuffers_skybasic.fsh

33 lines
1.1 KiB
GLSL

#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.
*/
varying vec4 color;
uniform int isEyeInWater;
const int GL_LINEAR = 9729;
const int GL_EXP = 2048;
uniform int fogMode;
void main() {
gl_FragData[0] = color;
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));
} else if (isEyeInWater == 1.0 || isEyeInWater == 2.0){
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));
}
gl_FragData[1] = vec4(0.0); //fills normal buffer with 0.0, improves overall performance
}