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-rw-r--r--cwd/assets/altcraft/shaders/frag/entity.fs4
-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs6
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs6
-rw-r--r--cwd/assets/altcraft/shaders/frag/sky.fs4
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;
}