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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
FIX stochastic shadows on IRIS. add filter option for SSAO and all SSS types. imrpove fog upsampling (even when DH is being used). ambient light is more consistent across all types of weather. tweak cloud lighting.
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@ -233,6 +233,7 @@ float ld(float dist) {
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/* RENDERTARGETS:2,7 */
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void main() {
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if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
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bool iswater = isWater > 0;
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vec3 normals = normals_and_materials.xyz;
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@ -263,10 +264,12 @@ void main() {
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vec4 COLORTEST = gl_FragData[0];
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#ifndef Vanilla_like_water
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if(iswater){
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Albedo = vec3(0.0);
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gl_FragData[0].a = 1.0/255.0;
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}
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#endif
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// diffuse
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vec3 Direct_lighting = lightCol.rgb/80.0;
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@ -351,8 +354,9 @@ void main() {
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float material = 1.0;
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#ifdef DH_OVERDRAW_PREVENTION
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float distancefade = min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0);
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float distancefade = min(max(1.0 - length(pos.xz)/max(far-16.0,0.0),0.0)*2.0,1.0);
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gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, distancefade);
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material = distancefade < 1.0 ? 1.0 : 0.0;
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if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
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@ -360,10 +364,12 @@ void main() {
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material = 0.0;
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}
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#endif
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#endif
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gl_FragData[1] = vec4(Albedo, material);
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}
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}
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