diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 10d51e9..c096d15 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -3,11 +3,6 @@ #extension GL_ARB_shading_language_packing: enable #endif -#if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 && defined OVERWORLD_SHADER && defined COLORWHEEL - #extension GL_NV_gpu_shader5 : enable - #extension GL_ARB_shader_image_load_store : enable -#endif - #include "/lib/settings.glsl" #include "/lib/SSBOs.glsl" diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 3871303..1a69d84 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -34,6 +34,10 @@ uniform sampler2D colortex7; uniform sampler2D colortex10; uniform sampler2D colortex14; +#if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 +layout (rgba16f) uniform image2D cloudDepthTex; +#endif + in DATA { flat vec3 WsunVec; flat vec3 WrealSunVec; diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 25a30ed..4f8ea8a 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -107,6 +107,10 @@ uniform float sunElevation; uniform int worldDay; #endif +#if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 +layout (rgba16f) uniform image2D cloudDepthTex; +#endif + #include "/lib/waterBump.glsl" #include "/lib/res_params.glsl" diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index fdf62dd..5dd472c 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -36,15 +36,6 @@ float lightningFlash = mix(0.1, 2.5, randomSeed); #endif #if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 - #if !defined COLORWHEEL && !defined VOXY_PROGRAM - #extension GL_NV_gpu_shader5 : enable - #extension GL_ARB_shader_image_load_store : enable - #endif - - #ifndef VOXY_PROGRAM - layout (rgba16f) uniform image2D cloudDepthTex; - #endif - float lightningStart = mix(20.0, 1.0, smoothstep(0.0, 0.085, timeInLightning)); float lightningMid = smoothstep(0.0, 0.05, timeInLightning) * smoothstep(0.15, 0.066, timeInLightning); #endif