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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
ADD water exit effect, add damage amount based hurt effects. fix water fog lightmap
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@ -341,7 +341,9 @@ void main() {
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if(texture2D(colortex2, tc).a > 0.0 || iswater){
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#ifdef OVERWORLD_SHADER
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vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
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// vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
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vec2 lightmap = vec2(0.0,texture2D(colortex14, tc).a);
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#ifdef DISTANT_HORIZONS
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if(z >= 1.0) lightmap.y = 0.99;
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@ -360,8 +362,8 @@ void main() {
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// indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
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// float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
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indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
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// indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * TorchBrightness_autoAdjust * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * 2.0;
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vec4 VolumetricFog2 = vec4(0,0,0,1);
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