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mod: Beginner Guide: rewrote the gamma correction section #349

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Updated the Gamma Correction section to be more in-depth and give a better explanation of color spaces.

- `gbuffers_water` - all translucent terrain
- `gbuffers_textured` - particles
- `gbuffers_entities` - entities
A "shader" is, by definition, any program that is executed on the GPU. For Minecraft, these shader programs (also know as passes) can be sorted into two distinct categories: composite passes, which execute for the entire screen, and gbuffers passes, which execute only for specific geometry. Each individual program is composed of several shader stages, two of which are required: a vertex shader, which executes once for each vertex of the geometry, and a fragment shader, which executes once for every pixel that covers the geometry. You can optionally include a compute, geometry, and/or tesselation stage for each pass.
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I wouldn't call them composite passes, rather fullscreen passes, and probably put both that and gbuffers in quotes

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My language here was taken directly from the Iris Docs. Notably, there, they're called "composite-style" and "gbuffers-style" passes. I agree with both of your points, though.

@@ -1,16 +1,16 @@
---
title: Simple Post Effects
title: Your First Effect
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Suggested change
title: Your First Effect
title: Your First Post Processing Effect

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I didn't do this because of

image

That's on a 14-in laptop in full screen, which I think is how a decent amount of people will view the tutorial. "Your First Shader Effect" could be a good alternative, or you could just accept this

jbritain and others added 9 commits January 11, 2025 00:59
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
Co-authored-by: Josh Britain <50422789+jbritain@users.noreply.github.com>
```
:::

By default, `colortex` buffers are RGBA8, meaning they store 8-bit integers which can encode a maximum of 256 color values. By increasing the precision to 16-bit, our buffer can now encode 65535 color values!
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It can encode 256 per channel, that's still 16777216 actual colours - I would specify that it's per channel

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2 participants