Solara-Shaders/shaders/program/composite6.glsl
2024-06-22 15:15:55 -04:00

61 lines
1.1 KiB
GLSL

/*
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