modern syntax for spidereyes

This commit is contained in:
Xonk
2026-04-21 17:43:25 -04:00
parent ddad6487e8
commit 59e3874f63
+6 -4
View File
@@ -20,17 +20,19 @@ vec3 toLinear(vec3 sRGB){
/* RENDERTARGETS:2 */
layout(location = 0) out vec4 FORWARD_RENDERED_COLOR;
void main() {
vec4 Albedo = texture(texture, texcoord);
Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
#if defined BEACON_BEAM
gl_FragData[0] = vec4(Albedo.rgb*Albedo.rgb * 0.1 * 5.0 * Emissive_Brightness, Albedo.a*color.a);
FORWARD_RENDERED_COLOR = vec4(Albedo.rgb*Albedo.rgb * 0.1 * 5.0 * Emissive_Brightness, Albedo.a*color.a);
#endif
#if defined LIGHTNING_AND_DRAGON_DEATH_BEAMS
gl_FragData[0] = vec4(Albedo.rgb * pow(1.0-pow(1.0-color.a,2),2) * 5.0 * 0.1, color.a);
FORWARD_RENDERED_COLOR = vec4(Albedo.rgb * pow(1.0-pow(1.0-color.a,2),2) * 5.0 * 0.1, color.a);
#endif
#if defined SPIDER_EYES || defined GLOWING
@@ -44,7 +46,7 @@ void main() {
vec3 emissiveColor = Albedo.rgb * Albedo.a * Emissive_Brightness;
#endif
gl_FragData[0] = vec4(emissiveColor*0.1, 0.000001);
FORWARD_RENDERED_COLOR = vec4(emissiveColor*0.1, 0.000001);
#endif
#if defined ENCHANT_GLINT
@@ -56,6 +58,6 @@ void main() {
vec3 GlintColor = Albedo.rgb * color.a * 0.2 * Emissive_Brightness * ENCHANT_GLINT_BRIGHTNESS;
#endif
gl_FragData[0] = vec4(GlintColor*0.1, 0.000001);
FORWARD_RENDERED_COLOR = vec4(GlintColor*0.1, 0.000001);
#endif
}