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https://github.com/X0nk/Bliss-Shader.git
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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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@ -279,7 +279,7 @@ void main() {
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#ifdef Cumulus
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#ifdef Cloud_Fog
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vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., (averageSkyCol*2.0) * 8./150./3.);
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vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., averageSkyCol/30.);
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// vec4 rays = vec4(0.0);
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// if(rainStrength > 0.0){
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@ -323,7 +323,8 @@ void main() {
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estEyeDepth *= estEyeDepth*estEyeDepth*34.0;
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vec3 ambientColVol = averageSkyCol_Clouds*8./150./2.0;
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vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
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vec3 ambientColVol = (averageSkyCol_Clouds/30.0) + lightningColor;
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vec3 lightColVol = (lightCol.rgb / 80.);
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estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);
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