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author | makamys <makamys@outlook.com> | 2022-06-04 19:51:20 +0200 |
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committer | makamys <makamys@outlook.com> | 2022-06-04 19:51:47 +0200 |
commit | 3409494a1cde6eb14acada901a337d7608b55c64 (patch) | |
tree | 62d18a0ce583d23af9c19b9096c1603a2e02dae6 /src | |
parent | 7709c47bc1e2e147aad018cab4f51f23825ed851 (diff) | |
download | Neodymium-3409494a1cde6eb14acada901a337d7608b55c64.tar.gz Neodymium-3409494a1cde6eb14acada901a337d7608b55c64.tar.bz2 Neodymium-3409494a1cde6eb14acada901a337d7608b55c64.zip |
Remove the hecking fog
It was the cause of the poor performance. Now the mod consistently
gives a substantial FPS boost compared to OptiFine alone.
Diffstat (limited to 'src')
-rw-r--r-- | src/main/resources/shaders/chunk.frag | 34 |
1 files changed, 8 insertions, 26 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag index ae187cb..0f23b5f 100644 --- a/src/main/resources/shaders/chunk.frag +++ b/src/main/resources/shaders/chunk.frag @@ -13,31 +13,16 @@ uniform sampler2D atlas; uniform sampler2D lightTex; void main() -{ - //FragColor = texture(lightTex, TexCoord); - //FragColor = texture(lightTex, vec2(8.0/256.0,8.0/256.0)); - //FragColor = texture(lightTex, vec2(0, 0)); - //FragColor = vec4(texture(lightTex, vec2(0, 0)).xyz,1); - //FragColor = vec4(BTexCoord.xy / 256, 0, 1); - //FragColor = texture(lightTex, (BTexCoord + 8.0) / 256.0); - //FragColor = texture(light, vec2(16,16)); - //FragColor = vec4(1,0,0,1); - //FragColor = DaColor/256.0; - +{ vec4 texColor = texture(atlas, TexCoord); vec4 colorMult = DaColor/256.0; vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0); - //vec4 lightyMultColor = vec4(lightyColor.x * colorMult.x, lightyColor.y * colorMult.y, lightyColor.z * colorMult.z, lightyColor.w * colorMult.w); - - //FragColor = vec4(texColor.x * colorMult.x, texColor.y * colorMult.y, texColor.z * colorMult.z, texColor.w * colorMult.w); - //vec4 texMultColor = texColor * colorMult; - //FragColor = texMultColor;// + (lightyColor - vec4(0.5,0.5,0.5,0.0)); - //FragColor = vec4(lightyColor.xyz, 1); - //FragColor = ((texColor * colorMult) * lightyColor); vec4 rasterColor = ((texColor * colorMult) * lightyColor); - float s = FogStartEnd.x; + + // TODO reimplement fog in a way that's not a performance hog + /*float s = FogStartEnd.x; float e = FogStartEnd.y; vec4 ndcPos; @@ -50,12 +35,9 @@ void main() vec4 eyePos = ProjInv * clipPos; float z = length(eyePos); - /* - if(z < 200){ - discard; - } - */ float f = (e - z) / (e - s); f = clamp(f, 0, 1); - FragColor = mix(FogColor, rasterColor, f); -}
\ No newline at end of file + FragColor = mix(FogColor, rasterColor, f);*/ + + FragColor = rasterColor; +} |