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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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@ -13,6 +13,7 @@ uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D colortex0;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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@ -81,6 +82,7 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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#include "/lib/volumetricClouds.glsl"
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// #define CLOUDS_INTERSECT_TERRAIN
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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@ -404,6 +406,14 @@ void main() {
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#if defined NETHER_SHADER || defined END_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
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#endif
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#if defined VOLUMETRIC_CLOUDS && defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D(colortex0, (gl_FragCoord.xy*texelSize) / (VL_RENDER_RESOLUTION/CLOUDS_QUALITY));
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VolumetricFog.rgb = Clouds.rgb * VolumetricFog.a + VolumetricFog.rgb;
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VolumetricFog.a = VolumetricFog.a*Clouds.a;
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#endif
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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