better glsl usage and added default config options
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parent
016925f507
commit
505a0427e0
7 changed files with 15 additions and 11 deletions
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@ -1,8 +1,8 @@
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#version 150
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#version 150
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uniform sampler2D depth;
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uniform sampler2D depth;
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varying vec2 texcoord;
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void main() {
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void main() {
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vec2 coords = vec2(gl_TexCoord[0].x, gl_TexCoord[0].y);
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gl_FragDepth = texture(depth, texcoord).r;
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gl_FragDepth = texture(depth, coords).r;
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gl_FragColor = vec4(0.0);
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gl_FragColor = vec4(0.0);
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}
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}
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@ -2,15 +2,15 @@
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uniform sampler2D depth;
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uniform sampler2D depth;
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uniform sampler2D occlusion;
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uniform sampler2D occlusion;
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uniform sampler2D texture;
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uniform sampler2D texture;
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varying vec2 texcoord;
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void main() {
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void main() {
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vec2 coords = vec2(gl_TexCoord[0].x, gl_TexCoord[0].y);
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float depth = texture(depth, texcoord).r - 0.001;
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float depth = texture(depth, coords).r - 0.001;
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float occlusion = texture(occlusion, texcoord).r;
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float occlusion = texture(occlusion, coords).r;
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vec4 color = vec4(0.0);
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vec4 color = vec4(0.0);
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float writedepth = occlusion;
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float writedepth = occlusion;
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if(depth <= occlusion) {
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if(depth <= occlusion) {
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color = texture(texture, coords);
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color = texture(texture, texcoord);
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// color = vec4(1.0);
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// color = vec4(1.0);
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writedepth = depth;
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writedepth = depth;
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}
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}
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@ -1,6 +1,6 @@
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varying vec2 texcoord;
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void main(){
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void main(){
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gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
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gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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texcoord = vec2(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y);
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}
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}
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@ -1,6 +1,7 @@
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#version 150
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#version 150
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uniform vec2 u_Scale;
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uniform vec2 u_Scale;
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uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture0;
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varying vec2 texcoord;
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const float gaussFilter[50] = float[50](
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const float gaussFilter[50] = float[50](
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-12.0, 1.0/16777216.0,
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-12.0, 1.0/16777216.0,
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@ -37,7 +38,7 @@ void main() {
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for( int i = 0; i < 25; i++ )
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for( int i = 0; i < 25; i++ )
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{
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{
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vec4 pix = texture( u_Texture0,
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vec4 pix = texture( u_Texture0,
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vec2(gl_TexCoord[0].x+gaussFilter[i*2]*u_Scale.x, gl_TexCoord[0].y+gaussFilter[i*2]*u_Scale.y )
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vec2(texcoord.x+gaussFilter[i*2]*u_Scale.x, texcoord.y+gaussFilter[i*2]*u_Scale.y )
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);
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);
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wt = gaussFilter[i*2+1] * pix.w * 1.5;
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wt = gaussFilter[i*2+1] * pix.w * 1.5;
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color += wt * pix;
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color += wt * pix;
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@ -1,6 +1,7 @@
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#version 150
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#version 150
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varying vec2 texcoord;
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void main(){
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void main(){
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gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
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gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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texcoord = vec2(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y);
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}
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}
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@ -298,7 +298,7 @@ public class Config {
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}
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}
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public static int glowMultiplier() {
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public static int glowMultiplier() {
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return config.get("Graphics", "Bloom Multiplier", 1).getInt(1);
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return config.get("Graphics", "Bloom Multiplier", 3).getInt(3);
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}
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}
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public static boolean useShaders() {
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public static boolean useShaders() {
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@ -141,6 +141,8 @@ public class ModularPowersuits {
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Config.fontAntiAliasing();
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Config.fontAntiAliasing();
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Config.useCustomFonts();
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Config.useCustomFonts();
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Config.useSounds();
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Config.useSounds();
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Config.glowMultiplier();
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Config.useShaders();
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EntityRegistry.registerModEntity(EntityPlasmaBolt.class, "entityPlasmaBolt", 2477, this, 64, 20, true);
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EntityRegistry.registerModEntity(EntityPlasmaBolt.class, "entityPlasmaBolt", 2477, this, 64, 20, true);
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EntityRegistry.registerModEntity(EntitySpinningBlade.class, "entitySpinningBlade", 2478, this, 64, 20, true);
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EntityRegistry.registerModEntity(EntitySpinningBlade.class, "entitySpinningBlade", 2478, this, 64, 20, true);
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