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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
smaller water fog tweaks. fix wrong normal usage in some parts of forward rendering
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@ -517,6 +517,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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TangentNormal = NormalTex.xy;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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worldSpaceNormal = normalize(viewToWorld(normal).xyz);
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// TangentNormal = clamp(TangentNormal + (blueNoise()*2.0-1.0)*0.005,-1.0,1.0);
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float nameTagMask = 0.0;
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@ -605,7 +606,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef NETHER_SHADER
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Indirect_lighting = volumetricsFromTex(normalize(worldSpaceNormal), colortex4, 0).rgb / 1200.0 / 1.5;
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Indirect_lighting = volumetricsFromTex(worldSpaceNormal, colortex4, 0).rgb / 1200.0 / 1.5;
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#endif
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#ifdef END_SHADER
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@ -634,12 +635,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef IS_LPV_ENABLED
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vec3 normalOffset = vec3(0.0);
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if (any(greaterThan(abs(worldSpaceNormal), vec3(1.0e-6))))
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if (any(greaterThan(abs(viewToWorld(normalMat.xyz).xyz), vec3(1.0e-6))))
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normalOffset = 0.5*worldSpaceNormal;
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#if LPV_NORMAL_STRENGTH > 0
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if (any(greaterThan(abs(normal), vec3(1.0e-6)))) {
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vec3 texNormalOffset = -normalOffset + viewToWorld(normal);
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vec3 texNormalOffset = -normalOffset + worldSpaceNormal;
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normalOffset = mix(normalOffset, texNormalOffset, (LPV_NORMAL_STRENGTH*0.01));
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}
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#endif
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@ -653,7 +654,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec4 flashLightSpecularData = vec4(0.0);
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#ifdef FLASHLIGHT
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Indirect_lighting += calculateFlashlight(FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), viewToWorld(normalize(normal)), flashLightSpecularData, false);
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Indirect_lighting += calculateFlashlight(FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), worldSpaceNormal, flashLightSpecularData, false);
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#endif
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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@ -708,7 +709,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), viewToWorld(normal), roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, reflectance, flashLightSpecularData);
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vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), worldSpaceNormal, roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, reflectance, flashLightSpecularData);
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gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
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@ -748,7 +749,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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gl_FragData[0].rgb = viewToWorld(normalize(normal.xyz)) * 0.1;
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gl_FragData[0].rgb = worldSpaceNormal * 0.1;
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gl_FragData[0].a = 1;
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#endif
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#if DEBUG_VIEW == debug_INDIRECT
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