#version 120 /* DRAWBUFFERS:01 */ #define Clouds 3 //[0 1 2 3 4] Toggle clouds. 0=Off, 1=Default MC, 2=2D, 3=VL, 4=2D+VL uniform sampler2D texture; varying vec4 color; varying vec4 texcoord; varying vec3 normal; #if Clouds == 1 vec3 RGB2YCoCg(vec3 c){ return vec3( 0.25*c.r+0.5*c.g+0.25*c.b, 0.5*c.r-0.5*c.b +0.5, -0.25*c.r+0.5*c.g-0.25*c.b +0.5); } vec4 encode (vec3 n){ return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5, texcoord.zw); } #endif void main() { #if Clouds == 1 vec4 albedo = texture2D(texture, texcoord.xy)*color; vec4 cAlbedo = vec4(RGB2YCoCg(albedo.rgb),albedo.a); bool pattern = (mod(gl_FragCoord.x,2.0)==mod(gl_FragCoord.y,2.0)); cAlbedo.g = (pattern)?cAlbedo.b: cAlbedo.g; cAlbedo.b = 0.02; gl_FragData[0] = cAlbedo; gl_FragData[1] = encode(normal.xyz); #else discard; #endif }