diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index 7939364..bbb6cd0 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -142,7 +142,6 @@ float doVignette( in vec2 texcoord, in float noise){ void main() { - float noise = blueNoise(); float noise = interleaved_gradientNoise(); vec2 texcoord_offset = texcoord; diff --git a/shaders/world0_with_twilight_forest_flag/shadow.fsh b/shaders/world0_with_twilight_forest_flag/shadow.fsh index a853a88..c58473b 100644 --- a/shaders/world0_with_twilight_forest_flag/shadow.fsh +++ b/shaders/world0_with_twilight_forest_flag/shadow.fsh @@ -1,5 +1,6 @@ #version 120 - +#define DIRECT_LIGHT_RELATED_SETTINGS +#define SHADOWMAP_CONSTANT_RELATED_SETTINGS #include "/lib/settings.glsl" varying vec4 color; @@ -18,20 +19,13 @@ float blueNoise(){ return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 ); } - void main() { vec4 shadowColor = vec4(texture(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a); - #ifdef TRANSLUCENT_COLORED_SHADOWS - if(shadowColor.a > 0.9999) shadowColor.rgb = vec3(0.0); - #endif - gl_FragData[0] = shadowColor; - // gl_FragData[0] = vec4(texture(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a); - - #ifdef Stochastic_Transparent_Shadows + #if defined Stochastic_Transparent_Shadows if(gl_FragData[0].a < blueNoise()) { discard; return;} #endif } diff --git a/shaders/world0_with_twilight_forest_flag/shadow.vsh b/shaders/world0_with_twilight_forest_flag/shadow.vsh index ccfc4fa..a02d3bc 100644 --- a/shaders/world0_with_twilight_forest_flag/shadow.vsh +++ b/shaders/world0_with_twilight_forest_flag/shadow.vsh @@ -1,6 +1,8 @@ #version 120 -#include "/lib/settings.glsl" +#define GEOMETRY_ANIMATION_RELATED_SETTINGS +#define SHADOWMAP_CONSTANT_RELATED_SETTINGS +#include "/lib/settings.glsl" #include "/lib/macro_lod_mod.glsl" #ifdef IS_LPV_ENABLED