/* BSL Shaders v8 Series by Capt Tatsu https://bitslablab.com */ //Settings// #include "/lib/settings.glsl" //Fragment Shader/////////////////////////////////////////////////////////////////////////////////// #ifdef FSH //Varyings// varying vec2 texCoord; //Uniforms// uniform float frameTimeCounter; uniform float viewWidth, viewHeight, aspectRatio; uniform sampler2D colortex1; //Optifine Constants// #ifdef LIGHT_SHAFT const bool colortex1MipmapEnabled = true; #endif //Common Functions// float GetLuminance(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } //Includes// #include "/lib/antialiasing/fxaa.glsl" //Program// void main() { vec3 color = texture2DLod(colortex1, texCoord, 0.0).rgb; #ifdef FXAA color = FXAA311(color); #endif /*DRAWBUFFERS:1*/ gl_FragData[0] = vec4(color, 1.0); } #endif //Vertex Shader///////////////////////////////////////////////////////////////////////////////////// #ifdef VSH //Varyings// varying vec2 texCoord; //Program// void main() { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } #endif