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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
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Update #18 - Final release, added PBR shaders
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform vec2 u_sampleOffset2f;
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uniform vec4 u_outputSize4f;
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void main() {
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vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw;
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vec4 accum = textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 7.0, 0.0) * 0.0005;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 6.0, 0.0) * 0.0024;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 5.0, 0.0) * 0.0092;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 4.0, 0.0) * 0.0278;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 3.0, 0.0) * 0.0656;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 2.0, 0.0) * 0.1210;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f, 0.0) * 0.1747;
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accum += textureLod(u_inputTexture, alignedUV, 0.0) * 0.1974;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f, 0.0) * 0.1747;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 2.0, 0.0) * 0.1210;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 3.0, 0.0) * 0.0656;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 4.0, 0.0) * 0.0278;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 5.0, 0.0) * 0.0092;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 6.0, 0.0) * 0.0024;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 7.0, 0.0) * 0.0005;
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output4f = accum;
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}
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