35 lines
946 B
GLSL
35 lines
946 B
GLSL
#version 120
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/* DRAWBUFFERS:56 */
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//Render hand, entities and particles in here, boost and fix enchanted armor effect in gbuffers_armor_glint
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#define gbuffers_texturedblock
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#include "/shaders.settings"
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varying vec4 color;
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varying vec2 texcoord;
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varying vec3 ambientNdotL;
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uniform sampler2D texture;
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uniform vec4 entityColor;
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uniform int worldTime;
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uniform int entityId;
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void main() {
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vec4 albedo = texture2D(texture, texcoord.xy)*color;
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#ifdef MobsFlashRed
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albedo.rgb = mix(albedo.rgb,entityColor.rgb,entityColor.a);
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#endif
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vec3 finalColor = pow(albedo.rgb,vec3(2.2)) * ambientNdotL.rgb;
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//Lightning rendering
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if(entityId == 11000.0){
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float night = clamp((worldTime-13000.0)/300.0,0.0,1.0)-clamp((worldTime-22800.0)/200.0,0.0,1.0);
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finalColor = vec3(0.025, 0.03, 0.05) * (1.0-0.75*night);
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albedo.a = 1.0;
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}
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gl_FragData[0] = vec4(finalColor, albedo.a);
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gl_FragData[1] = vec4(normalize(albedo.rgb+0.00001), albedo.a);
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} |