mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-23 05:42:19 +01:00
Initial commit
This commit is contained in:
commit
86efc669e9
5013 files changed
+237743
No files matched your search
@@ -0,0 +1,65 @@
|
||||
// __multiversion__
|
||||
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
|
||||
|
||||
#include "shaders/fragmentVersionCentroid.h"
|
||||
|
||||
#if __VERSION__ >= 300
|
||||
#ifndef BYPASS_PIXEL_SHADER
|
||||
#if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE)
|
||||
_centroid in highp vec2 colorLookupUV;
|
||||
_centroid in highp vec2 parallaxUV;
|
||||
#else
|
||||
_centroid in vec2 colorLookupUV;
|
||||
_centroid in highp vec2 parallaxUV;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifndef BYPASS_PIXEL_SHADER
|
||||
varying vec2 colorLookupUV;
|
||||
varying highp vec2 parallaxUV;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef BYPASS_PIXEL_SHADER
|
||||
varying lowp vec4 encodedPlane;
|
||||
#ifdef FOG
|
||||
varying vec4 fogColor;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform sampler2D TEXTURE_0;
|
||||
uniform sampler2D TEXTURE_1;
|
||||
|
||||
const float MAX_LAYER_DEPTH = 32.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
#ifdef BYPASS_PIXEL_SHADER
|
||||
gl_FragColor = vec4(0, 0, 0, 0);
|
||||
#else
|
||||
|
||||
///// Color Assembly
|
||||
vec4 colorSample = texture2D(TEXTURE_1, colorLookupUV);
|
||||
vec4 textureSample = texture2D(TEXTURE_0, parallaxUV);
|
||||
float brightness = 1.0 - (encodedPlane.w);
|
||||
vec3 result = textureSample.rgb * colorSample.rgb * brightness;
|
||||
|
||||
#ifdef FOG
|
||||
if(encodedPlane.w * MAX_LAYER_DEPTH > MAX_LAYER_DEPTH - 1.0) {
|
||||
gl_FragColor = vec4(mix(vec3(0,0,0), fogColor.rgb, fogColor.a), 0);
|
||||
}
|
||||
else {
|
||||
gl_FragColor = vec4(result * (1.0 - fogColor.a), 1);
|
||||
}
|
||||
#else
|
||||
// Look for hard-coded value to clear the portal first
|
||||
if(encodedPlane.w * MAX_LAYER_DEPTH > MAX_LAYER_DEPTH - 1.0) {
|
||||
gl_FragColor = vec4(0, 0, 0, 0);
|
||||
}
|
||||
else {
|
||||
gl_FragColor = vec4(result, 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
Reference in new issue
Block a user