Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/gbuffers_damagedblock.glsl
2025-05-29 23:31:29 +02:00

84 lines
1.6 KiB
GLSL

/*
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