mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix compile error when floodfill gets enabled. fix compile error when TAA is turned off. fix compile error when aerochrome is turned on. re-added "render clouds as fog" setting. fix DOF using wrong depth buffer for CoC. fix cave fog when DH is enabled. fix block breaking effect not having alpha discard. changed "clouds intersect terrain" setting to work better on edges, but work worse everywhere else.
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@ -515,10 +515,10 @@ void BilateralUpscale_REUSE_Z(sampler2D tex1, sampler2D tex2, sampler2D depth, v
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ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
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ivec2 getRadius[4] = ivec2[](
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ivec2(-2,-2),
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ivec2(-2, 0),
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ivec2(-1,-1),
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ivec2(-1, 0),
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ivec2( 0, 0),
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ivec2( 0,-2)
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ivec2( 0,-1)
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);
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#ifdef DISTANT_HORIZONS
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@ -729,12 +729,15 @@ void main() {
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vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
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vec3 normal = decode(dataUnpacked0.yw);
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vec2 lightmap = min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
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vec2 lightmap = dataUnpacked1.yz;
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lightmap.xy = min(max(lightmap.xy - 0.05,0.0)*1.06,1.0); // small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
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#if defined END_SHADER || defined NETHER_SHADER
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lightmap.y = 1.0;
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#endif
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// lightmap.y = 0.0;
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// if(isDHrange) lightmap.y = pow(lightmap.y,25);
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// if(isEyeInWater == 1) lightmap.y = max(lightmap.y, 0.75);
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////// --------------- UNPACK MISC --------------- //////
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@ -888,7 +891,9 @@ void main() {
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#endif
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#endif
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Background *= 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky.
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#ifdef SKY_GROUND
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Background *= 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky.
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#endif
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vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/30.0 * Sky_Brightness;
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Background += Sky;
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@ -1226,14 +1231,14 @@ void main() {
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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}
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#if defined VOLUMETRIC_CLOUDS && defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D_bicubic_offset(colortex0, ((gl_FragCoord.xy + 0.5)*texelSize)*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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// vec4 Clouds = BilateralUpscale_REUSE_Z_clouds(colortex0, colortex12, DH_mixedLinearZ, gl_FragCoord.xy*CLOUDS_QUALITY, texcoord*CLOUDS_QUALITY);
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// #if defined VOLUMETRIC_CLOUDS && defined CLOUDS_INTERSECT_TERRAIN
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// vec4 Clouds = texture2D_bicubic_offset(colortex0, ((gl_FragCoord.xy + 0.5)*texelSize)*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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// // vec4 Clouds = BilateralUpscale_REUSE_Z_clouds(colortex0, colortex12, DH_mixedLinearZ, gl_FragCoord.xy*CLOUDS_QUALITY, texcoord*CLOUDS_QUALITY);
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gl_FragData[1] = texture2D(colortex2, texcoord);
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gl_FragData[0].rgb = gl_FragData[0].rgb * Clouds.a + Clouds.rgb;
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gl_FragData[1].a = gl_FragData[1].a * pow(Clouds.a,5.0);
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#endif
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// gl_FragData[1] = texture2D(colortex2, texcoord);
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// gl_FragData[0].rgb = gl_FragData[0].rgb * Clouds.a + Clouds.rgb;
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// gl_FragData[1].a = gl_FragData[1].a * pow(Clouds.a,5.0);
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// #endif
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// gl_FragData[0].rgb = vec3(1.0) * clamp(1.0 - filteredShadow.y/1,0,1);
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// if(hideGUI > 0) gl_FragData[0].rgb = vec3(1.0) * Shadows;
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@ -1267,7 +1272,8 @@ void main() {
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if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * (1.0 - SSAO_SSS.x);
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// if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * filteredShadow.z;//exp(-7*(1-clamp(1.0 - filteredShadow.x,0.0,1.0)));
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#endif
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// gl_FragData[0].rgb = vec3(1) * lightmap.y;
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// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
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// if(texcoord.x > 0.5 )gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex0, texcoord).r);
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