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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +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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@ -30,6 +30,9 @@ const bool colortex4MipmapEnabled = true;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex0;
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uniform sampler2D dhDepthTex1;
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uniform sampler2D colortex12;
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uniform sampler2D colortex14;
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uniform sampler2D colortex5;
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uniform sampler2D texture;
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@ -307,8 +310,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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//////////////////////////////// ALBEDO
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////////////////////////////////
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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float UnchangedAlpha = gl_FragData[0].a;
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@ -607,17 +613,22 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
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#endif
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#ifdef DISTANT_HORIZONS
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gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, 1.0-min(max(1.0 - length(feetPlayerPos.xz)/far,0.0)*2.0,1.0) );
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#endif
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} else {
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gl_FragData[0].rgb = FinalColor;
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}
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#else
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gl_FragData[0].rgb = FinalColor;
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#endif
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// gl_FragData[0].rgb = vec3(1) * (texelFetch2D(depthtex0,ivec2(gl_FragCoord.xy),0).x - texelFetch2D(dhDepthTex1,ivec2(gl_FragCoord.xy),0).x);
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#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION
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gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, 1.0-min(max(1.0 - length(feetPlayerPos.xz)/max(far,0.0),0.0)*2.0,1.0) );
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#endif
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#ifndef HAND
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gl_FragData[1] = vec4(Albedo, iswater);
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