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View Code? Open in Web Editor NEWA Minecraft shader which works purely in Vanilla as well as with Fabric Sodium and Optifine.
License: Creative Commons Zero v1.0 Universal
A Minecraft shader which works purely in Vanilla as well as with Fabric Sodium and Optifine.
License: Creative Commons Zero v1.0 Universal
Holding slime and honey blocks in your hand results in the held item taking the colour of the sky, it copies the colour of the sky that you are looking at so when you look at two different sides of the sky at sunset it changes to the colour that you are looking at.
In the fragment shader reinhard.fsh and willpackcolor.fsh, the MBSampler is sampled an additional 16 times per fragment due to the following code:
vec4 averageColor=(
texture2D(MBSampler, vec2(0.2,0.2))+
texture2D(MBSampler, vec2(0.2,0.4))+
texture2D(MBSampler, vec2(0.2,0.6))+
texture2D(MBSampler, vec2(0.2,0.8))+
texture2D(MBSampler, vec2(0.4,0.2))+
texture2D(MBSampler, vec2(0.4,0.4))+
texture2D(MBSampler, vec2(0.4,0.6))+
texture2D(MBSampler, vec2(0.4,0.8))+
texture2D(MBSampler, vec2(0.6,0.2))+
texture2D(MBSampler, vec2(0.6,0.4))+
texture2D(MBSampler, vec2(0.6,0.6))+
texture2D(MBSampler, vec2(0.6,0.8))+
texture2D(MBSampler, vec2(0.8,0.2))+
texture2D(MBSampler, vec2(0.8,0.4))+
texture2D(MBSampler, vec2(0.8,0.6))+
texture2D(MBSampler, vec2(0.8,0.8))
)/16.0;
This was from the original willpack shader/bloom shader from TheBaum64, and it can be improved by instead creating a fragment shader which performs this computation once and stores it a 1x1 output buffer. This would require modifying transparency.json to add a render target with width: 1 and height: 1, and then adding a new program for doing this computation.
Small issue:
In the inventory and player model inside inventory, enchanted items glint is animated and does that kind of pulse animation, where it gets darker and brighter over and over. When holding enchanted items and wearing enchanted armor, this animation does not happen and the enchantments glint is frozen.
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