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Working in Ebin

Bruce edited this page Aug 17, 2016 · 1 revision

Overview

The GLSL Shaders mod is built off of OpenGL 2.1, with a few newer OpenGL features such as mipmpaps. This means Ebin is basically a bunch of vertex and fragment shaders.

Ebin uses the compatibility mode of GLSL version 4.1, which just allows us to use some newer GLSL built-in functions. The Optifine version of the GLSL mod added support for the #include "preprocessor", which is a direct text paste-from-file, which runs before of any actual shader preprocessors or compilation.

What am I looking at

If you run into unfamiliar funcionality, it's probably one of the following:

  1. A Utility function or variable
  2. A newer GLSL built-in
  3. A settings variable

Utilities

Utilities are commonly used functions or variables that are defined by the shaderpack. Think of them like our own built-ins. Utilities are defined in the primary utility #include, as well as the utility directory, and are dependant on the settings #include.

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