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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +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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@ -401,7 +401,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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Shadows += shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x/9.0;
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}
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#else
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Shadows = shadow2D(shadow, projectedShadowPosition).x;
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Shadows = shadow2D(shadow, projectedShadowPosition + vec3(0.0,0.0,-0.0001)).x;
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#endif
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shadowmapindicator = 1;
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@ -414,6 +414,9 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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Shadows *= GetCloudShadow(p3);
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 DirectLightColor = lightCol.rgb/80.0;
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vec3 WS_normal = viewToWorld(normal);
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vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.));
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float skylight = clamp(ambientCoefs.y + 0.5,0.25,2.0);
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@ -423,8 +426,10 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmaps2.y,2) ,0.0,1.0);
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vec3 Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);
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AmbientLightColor += (lightningEffect * 10) * skylight * pow(lightmaps2.y,2);
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vec3 Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
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vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo;
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@ -469,7 +474,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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// SSR, Sky, and Sun reflections
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#ifdef WATER_BACKGROUND_SPECULAR
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SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.;
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SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 30.0;
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// SkyReflection = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)/
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#endif
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#ifdef WATER_SUN_SPECULAR
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