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Merlin1809 committed 2025-12-02 03:04:23 +01:00
1 parent 13d2a9b966
commit dd1b4d88f7
4 files changed
+12 -4

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+3 -1
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@@ -21,6 +21,8 @@ float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
uniform int renderStage;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@@ -51,6 +53,6 @@ void main() {
// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
#endif
}
+3 -1
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@@ -8,6 +8,8 @@ varying vec2 texcoord;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform int renderStage;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@@ -32,6 +34,6 @@ void main() {
// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
#endif
}
@@ -8,6 +8,8 @@ varying vec2 texcoord;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform int renderStage;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@@ -32,6 +34,6 @@ void main() {
// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
#endif
}
+3 -1
View File
@@ -16,6 +16,8 @@ uniform sampler2D noisetex;
varying float LIGHTNING;
uniform float frameTimeCounter;
uniform int renderStage;
//////////////////////////////VOID MAIN//////////////////////////////
@@ -40,7 +42,7 @@ void main() {
// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
#endif
#else
gl_FragData[0] = vec4(0.0);