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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 01:22:38 +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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@ -4,6 +4,7 @@
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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flat varying vec2 rodExposureDepth;
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flat varying vec3 WsunVec;
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@ -70,6 +71,8 @@ void main() {
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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zMults = vec3((far * near)*2.0,far+near,far-near);
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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WinterTimeForSnow = 0.0;
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@ -82,10 +85,6 @@ void main() {
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#endif
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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