diff options
Diffstat (limited to '')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/entity.fs | 4 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 6 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/light.fs | 6 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/sky.fs | 4 |
4 files changed, 6 insertions, 14 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/entity.fs b/cwd/assets/altcraft/shaders/frag/entity.fs index 813a9af..a857da1 100644 --- a/cwd/assets/altcraft/shaders/frag/entity.fs +++ b/cwd/assets/altcraft/shaders/frag/entity.fs @@ -2,14 +2,12 @@ layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 addColor; -layout (location = 3) out vec4 light; +layout (location = 2) out vec4 light; uniform vec3 entityColor; void main() { color = vec4(entityColor, 1.0f); normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); - addColor = vec4(1.0f); light = vec4(1.0f, 1.0f, 0.0f, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index ebda304..f8b795f 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -7,8 +7,7 @@ in vec2 faceLight; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 addColor; -layout (location = 3) out vec4 light; +layout (location = 2) out vec4 light; uniform sampler2DArray textureAtlas; @@ -17,8 +16,7 @@ void main() { if (col.a < 0.3) discard; - color = vec4(col.rgb, 1.0f); + color = vec4(col.rgb * faceAddColor.rgb, 1.0f); normal = vec4(faceNormal, 1.0f); - addColor = vec4(faceAddColor, 1.0f); light = vec4(faceLight / 15.0f, 0.0f, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs index 3876388..aa9e04e 100644 --- a/cwd/assets/altcraft/shaders/frag/light.fs +++ b/cwd/assets/altcraft/shaders/frag/light.fs @@ -7,7 +7,6 @@ in vec2 uv; uniform sampler2D depthStencil; uniform sampler2D color; uniform sampler2D normal; -uniform sampler2D addColor; uniform sampler2D light; uniform sampler2D ssao; @@ -37,7 +36,6 @@ void main() { n += 1.0f; n /= 2.0f; - vec4 ac = texture(addColor, uv); vec4 l = texture(light, uv); float depth = texture(depthStencil, uv).r; float d = (1.0f - depth) * 16.0f; @@ -52,7 +50,7 @@ void main() { } lightLevel = clamp(lightLevel, 0.005f, 1.0f); - vec4 finalColor = vec4(c.rgb * ac.rgb * lightLevel, 1.0f); + vec4 finalColor = vec4(c.rgb * lightLevel, 1.0f); finalColor.rgb = pow(finalColor.rgb, vec3(1.0f / gamma)); @@ -70,7 +68,7 @@ void main() { fragColor = vec4(RecoverViewWorldPos(uv, depth), 1.0f); break; case 4: - fragColor = ac; + fragColor = vec4(0.5f); break; case 5: fragColor = l; diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs index f3830b8..731246a 100644 --- a/cwd/assets/altcraft/shaders/frag/sky.fs +++ b/cwd/assets/altcraft/shaders/frag/sky.fs @@ -4,8 +4,7 @@ in vec3 facePos; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 addColor; -layout (location = 3) out vec4 light; +layout (location = 2) out vec4 light; layout (std140) uniform Globals { mat4 projView; @@ -65,7 +64,6 @@ void main() { color += vec4(Sun().rgb, 1.0f); color += vec4(Moon().rgb, 1.0f); normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); - addColor = vec4(1.0f); light = vec4(1.0f, 1.0f, 0.0f, 1.0f); gl_FragDepth = 1.0f; } |