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authormakamys <makamys@outlook.com>2022-06-11 13:46:25 +0200
committermakamys <makamys@outlook.com>2022-06-11 13:46:25 +0200
commitd6cc941ea43fc49dc6790b5807d502da9e486bf2 (patch)
tree5d74febb91146319468f719f1b1c66e5e7f92a1f /src
parent9888baa0cc89eb077d137c85aa8dda84f27a5fdf (diff)
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Clean up fragment shader
Diffstat (limited to 'src')
-rw-r--r--src/main/resources/shaders/chunk.frag35
1 files changed, 4 insertions, 31 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag
index be904a0..fae64b5 100644
--- a/src/main/resources/shaders/chunk.frag
+++ b/src/main/resources/shaders/chunk.frag
@@ -16,31 +16,13 @@ uniform sampler2D lightTex;
void main()
{
- float relU = mod(SPos.x, 1.0);
- float relV = mod(SPos.y, 1.0);
+ float wrappedU = mod(SPos.x, 1.0);
+ float wrappedV = mod(SPos.y, 1.0);
- //if(true||relU > 1 || relV > 1){
- if(false){
- //FragColor = vec4(1, 1, 1, 1);
- //FragColor = vec4((SPos.x), (SPos.y), 0, 1);
- //FragColor = vec4(SPos.xy, 0, 1);
- FragColor = vec4(relU, relV, 0, 1);
- //FragColor = vec4(abs(TexCoord.x - ProvokingTexCoord.x) * 100.0, abs(TexCoord.y - ProvokingTexCoord.y) * 100.0, 0, 1);
- //FragColor = vec4((TexCoord.xy - ProvokingTexCoord.xy) * 100.0, 0, 1);
- } else {
-
- //float goodTexCoordU = ProvokingTexCoord.x + (TexCoord.x - ProvokingTexCoord.x) * relU;
- //float goodTexCoordV = ProvokingTexCoord.y + (TexCoord.y - ProvokingTexCoord.y) * relV;
-
- float goodTexCoordU = ProvokingTexCoord.x + (((TexCoord.x - ProvokingTexCoord.x) / SPos.z) * relU);
- float goodTexCoordV = ProvokingTexCoord.y + (((TexCoord.y - ProvokingTexCoord.y) / SPos.w) * relV);
-
- vec2 goodTexCoord = vec2(goodTexCoordU, goodTexCoordV);
-
- //vec2 goodTexCoord = ProvokingTexCoord + vec2(SPos.x / 3.0, SPos.y) * (1.0/16.0);
+ vec2 goodTexCoord = ProvokingTexCoord.xy + (((TexCoord.xy - ProvokingTexCoord.xy) / SPos.zw) * vec2(wrappedU, wrappedV));
vec4 texColor = texture(atlas, goodTexCoord);
- //vec4 texColor = texture(atlas, TexCoord);
+
vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);
@@ -48,13 +30,4 @@ void main()
vec4 rasterColor = ((texColor * colorMult) * lightyColor);
FragColor = rasterColor;
-
- //FragColor = vec4(SPos.z, 1, 1, 1);
-
- //FragColor = texColor;
- //FragColor = vec4(relU, relV, 0, 1);
-
- }
-
- //FragColor = vec4(1, 1, 1, 1);
}