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https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
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66 lines
1.6 KiB
Plaintext
66 lines
1.6 KiB
Plaintext
// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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#include "shaders/fragmentVersionCentroid.h"
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#if __VERSION__ >= 300
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#ifndef BYPASS_PIXEL_SHADER
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#if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE)
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_centroid in highp vec2 colorLookupUV;
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_centroid in highp vec2 parallaxUV;
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#else
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_centroid in vec2 colorLookupUV;
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_centroid in highp vec2 parallaxUV;
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#endif
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#endif
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#else
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#ifndef BYPASS_PIXEL_SHADER
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varying vec2 colorLookupUV;
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varying highp vec2 parallaxUV;
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#endif
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#endif
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#ifndef BYPASS_PIXEL_SHADER
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varying lowp vec4 encodedPlane;
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#ifdef FOG
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varying vec4 fogColor;
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#endif
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#endif
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uniform sampler2D TEXTURE_0;
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uniform sampler2D TEXTURE_1;
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const float MAX_LAYER_DEPTH = 32.0;
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void main()
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{
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#ifdef BYPASS_PIXEL_SHADER
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gl_FragColor = vec4(0, 0, 0, 0);
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#else
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///// Color Assembly
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vec4 colorSample = texture2D(TEXTURE_1, colorLookupUV);
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vec4 textureSample = texture2D(TEXTURE_0, parallaxUV);
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float brightness = 1.0 - (encodedPlane.w);
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vec3 result = textureSample.rgb * colorSample.rgb * brightness;
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#ifdef FOG
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if(encodedPlane.w * MAX_LAYER_DEPTH > MAX_LAYER_DEPTH - 1.0) {
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gl_FragColor = vec4(mix(vec3(0,0,0), fogColor.rgb, fogColor.a), 0);
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}
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else {
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gl_FragColor = vec4(result * (1.0 - fogColor.a), 1);
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}
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#else
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// Look for hard-coded value to clear the portal first
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if(encodedPlane.w * MAX_LAYER_DEPTH > MAX_LAYER_DEPTH - 1.0) {
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gl_FragColor = vec4(0, 0, 0, 0);
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}
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else {
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gl_FragColor = vec4(result, 1);
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}
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#endif
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#endif
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}
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