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-rw-r--r--cwd/assets/altcraft/shaders/frag/blur.fs2
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs4
-rw-r--r--cwd/assets/altcraft/shaders/frag/ssao.fs4
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs2
4 files changed, 7 insertions, 5 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/blur.fs b/cwd/assets/altcraft/shaders/frag/blur.fs
index b49032f..89d4498 100644
--- a/cwd/assets/altcraft/shaders/frag/blur.fs
+++ b/cwd/assets/altcraft/shaders/frag/blur.fs
@@ -18,5 +18,5 @@ void main() {
result += texture(blurInput, uv + offset);
}
}
- fragColor = result / pow(blurScale, 3);
+ fragColor = result / pow(blurScale * 2.0f, 2);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index d1763f9..c7e7254 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -43,7 +43,7 @@ void main() {
float lightLevel = clamp(faceLight + skyLight * dayTime, 0.01f, 1.0f);
lightLevel = pow(lightLevel, 3);
if (applySsao) {
- lightLevel *= (1.0f - s.r);
+ lightLevel *= pow(s.r, 2);
}
lightLevel = clamp(lightLevel, 0.005f, 1.0f);
@@ -74,7 +74,7 @@ void main() {
fragColor = vec4(vec3(d), 1.0f);
break;
case 7:
- fragColor = s;
+ fragColor = vec4(pow(s.r, 2));
break;
}
}
diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs
index f4fea34..0615e8f 100644
--- a/cwd/assets/altcraft/shaders/frag/ssao.fs
+++ b/cwd/assets/altcraft/shaders/frag/ssao.fs
@@ -51,5 +51,7 @@ void main() {
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
}
- fragColor = vec4(vec3(occlusion / kernelSize), 1.0f);
+ occlusion = 1.0f - (occlusion / kernelSize);
+
+ fragColor = vec4(vec3(occlusion), 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index e50e503..a85b2c6 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -33,7 +33,7 @@ void main() {
faceTextureUv = vec3(uv[gl_VertexID], uvLayer);
faceTextureUv.y -= (uv[2].y - uv[0].y) * trunc(mod(globalTime * 4.0f, animation));
- faceNormal = normal;
+ faceNormal = (view * vec4(normal, 0.0f)).xyz;
faceAddColor = color;
faceLight = light;
}