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@jcm2606
jcm2606 / test
Created August 5, 2014 06:26
Uploaded using Dropin
lol
@jcm2606
jcm2606 / did you get this.txt
Created August 7, 2014 02:28
Uploaded using Dropin
test
@jcm2606
jcm2606 / did you get this.txt
Created August 7, 2014 02:29
Uploaded using Dropin
this is a test for Dropin
if this is displayed it works! :D
float getVolumetricRays(out vec4 sampledColour) {
///////////////////////Setting up functions///////////////////////
vec3 rSD = vec3(0.0);
rSD.x;
rSD.y = 6.0 / VL_QUALITY;
rSD.z = find_closest(texcoord.st);
rSD.z *= rSD.y;
/*
Thanks to whomever wrote the shader at http://glslsandbox.com/e#36146.5. My code is based off of their's.
*/
#define INCLUDED_ATMOSCATTERING
#define ATMOSPHERIC_SCATTERING // Swaps out the sky gradient for a proper atmospheric scattering model. Atmospheric scattering models how light would interact with an actual atmosphere, producing realistic colours as the sun nears the horizon.
#version 120
/*
Clarity Shader Pack for Minecraft. Written by jcm2606, credit to Chocapic13 and the author of "bump-shadow-waving-0.9.9-140906".
Please read "license.txt" at the root of the shader pack before editing this file. Any edits done to this file fall under the terms outlined in "license.txt".
*/
/*
Clarity Shader Pack for Minecraft. Written by jcm2606, credit to Chocapic13, Robobo1221 and the author of "bump-shadow-waving-0.9.9-140906".
Please read "license.txt" at the root of the shader pack before editing this file. Any edits done to this file fall under the terms outlined in "license.txt".
*/
// INITIALISATION
#version 120
/*
Clarity Shader Pack for Minecraft. Written by jcm2606, credit to Chocapic13, Robobo1221 and the author of "bump-shadow-waving-0.9.9-140906".
Please read "license.txt" at the root of the shader pack before editing this file. Any edits done to this file fall under the terms outlined in "license.txt".
*/
// INITIALISATION
#version 120
float getVolumetricRays(out vec4 sampledColour) {
///////////////////////Setting up functions///////////////////////
mat3x4 matrix0;
#define rSD matrix0[0]
#define worldposition matrix0[1]
#define colour matrix0[2]
rSD.x;