mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-11 01:38:20 +08:00
48 lines
1.0 KiB
GLSL
48 lines
1.0 KiB
GLSL
#include "/lib/settings.glsl"
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
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in vec4 color;
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uniform int renderStage;
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy ;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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#endif
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void main() {
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2
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#if MAX_COLOR_BUFFERS > 20 || defined VOXY
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/* RENDERTARGETS:17 */
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#else
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/* RENDERTARGETS:2 */
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#endif
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bool isStars = renderStage == MC_RENDER_STAGE_STARS;
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if(!isStars) discard;
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vec4 COLOR = color;
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vec3 NEWCOLOR = COLOR.rgb * 5.0 * STARS_BRIGHTNESS;
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NEWCOLOR.rgb = toLinear(NEWCOLOR.rgb);
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NEWCOLOR.rgb = max(NEWCOLOR.rgb - NEWCOLOR.rgb * interleaved_gradientNoise()*0.05, 0.0);
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gl_FragData[0] = vec4(NEWCOLOR.rgb*0.1, COLOR.a);
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#else
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discard;
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#endif
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} |