mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 10:12:54 +08:00
ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember
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@ -158,7 +158,6 @@ void main() {
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/* DRAWBUFFERS:3 */
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texture2D(depthtex1,texcoord).x;
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vec2 tempOffset=TAA_Offset;
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@ -184,6 +183,10 @@ void main() {
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float NdotL = clamp(dot(normal,WsunVec),0.0,1.0);
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// vec4 normalAndAO = texture2D(colortex15,texcoord);
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// vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
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// float vanillAO = clamp(normalAndAO.a,0.0,1.0) ;
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float vanillAO = clamp(texture2D(colortex15,texcoord).a,0.0,1.0) ;
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if(lightmap.y < 0.1 && !entities){
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@ -193,7 +196,7 @@ void main() {
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float SpecularTex = texture2D(colortex8,texcoord).z;
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float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0);
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float LabSSS = clamp((-64.0 + SpecularTex * 255.0) / 191.0 ,0.0,1.0);
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#ifndef Variable_Penumbra_Shadows
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if (LabSSS > 0.0 && !hand && NdotL < 0.001) minshadowfilt += 50;
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@ -201,14 +204,9 @@ void main() {
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gl_FragData[0] = vec4(minshadowfilt, 0.1, 0.0, 0.0);
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if (z < 1.0){
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if (z < 1.0 && !hand){
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// if( translucent || translucent2)
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if (!hand){
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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#ifdef Variable_Penumbra_Shadows
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@ -216,6 +214,8 @@ void main() {
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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// GriAndEminShadowFix(p3, viewToWorld(FlatNormals), vanillAO, lightmap.y, entities);
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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@ -247,7 +247,10 @@ void main() {
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vec2 offsetS = tapLocation_alternate(i, 0.0, 7, 20, randomDir);
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float weight = 3.0 + (i+blueNoise() ) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7;
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// float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
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float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
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float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
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blockerCount += b;
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@ -265,7 +268,5 @@ void main() {
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}
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}
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#endif
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}
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}
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}
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}
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