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

86 lines
1.8 KiB
GLSL

/*
Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
*/
//Common//
#include "/lib/common.glsl"
//Varyings//
varying vec2 texCoord;
varying vec4 color;
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FSH
//Uniforms//
uniform sampler2D texture;
//Program//
void main() {
vec4 albedo = texture2D(texture, texCoord.xy) * color;
#ifdef COMPBR
if (CheckForColor(albedo.rgb, vec3(224, 121, 250))) { // Enderman Eye Edges
albedo.rgb = vec3(0.8, 0.25, 0.8);
}
#endif
albedo.rgb = pow1_5(albedo.rgb);
albedo.rgb *= pow2(1.0 + albedo.b + 0.5 * albedo.g) * 1.5;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.35;
#ifdef WHITE_WORLD
albedo.rgb = vec3(2.0);
#endif
#ifdef GBUFFER_CODING
albedo.rgb = vec3(170.0, 0.0, 0.0) / 255.0;
albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
#if defined ADV_MAT && defined REFLECTION_SPECULAR
/* DRAWBUFFERS:0361 */
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VSH
//Uniforms//
#ifdef WORLD_CURVATURE
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
#endif
//Attributes//
//Includes//
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif
//Program//
void main(){
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
#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
}
#endif