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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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@ -94,10 +94,7 @@ vec4 getVolumetricRays(
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vec3 sunColor = lightCol.rgb / 80.0;
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vec3 skyCol0 = AmbientColor / 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
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vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#endif
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vec3 lightningColor = (lightningEffect / 10) * (max(eyeBrightnessSmooth.y,0)/240.);
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
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@ -232,17 +229,16 @@ vec4 InsideACloudFog(
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vec3 Fog_SkyCol = averageSkyCol/ 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
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vec3 Fog_SunCol = lightCol.rgb / 80.0;
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vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
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vec3 lightningColor = (lightningEffect / 10) * (max(eyeBrightnessSmooth.y,0)/240.);
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#ifndef ReflectedFog
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
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lightningColor *= ambfogfade;
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#endif
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
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Fog_SkyCol += (lightningColor/10) * ambfogfade;
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Fog_SkyCol += lightningColor;
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@ -258,9 +254,6 @@ vec4 InsideACloudFog(
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float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
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float rayL = phaseRayleigh(SdotV);
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