mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
add flashlight effects. add TAA jitter toggle for DH LOD, force responsive TAA jitter on DH. add adjustable health thresholds for damage effects..
This commit is contained in:
@ -1,5 +1,7 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#undef FLASHLIGHT_BOUNCED_INDIRECT
|
||||
|
||||
// #if defined END_SHADER || defined NETHER_SHADER
|
||||
// #undef IS_LPV_ENABLED
|
||||
// #endif
|
||||
@ -33,7 +35,6 @@ uniform vec4 entityColor;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
flat varying float HELD_ITEM_BRIGHTNESS;
|
||||
#if defined ENTITIES && defined IS_IRIS
|
||||
flat varying int NAMETAG;
|
||||
@ -46,6 +47,7 @@ uniform sampler2D depthtex0;
|
||||
#ifdef DISTANT_HORIZONS
|
||||
uniform sampler2D dhDepthTex1;
|
||||
#endif
|
||||
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D colortex12;
|
||||
uniform sampler2D colortex13;
|
||||
@ -400,16 +402,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
|
||||
vec3 FragCoord = gl_FragCoord.xyz;
|
||||
|
||||
#ifdef HAND
|
||||
convertHandDepth(FragCoord.z);
|
||||
#endif
|
||||
|
||||
vec2 tempOffset = offsets[framemod8];
|
||||
|
||||
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
|
||||
|
||||
|
||||
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// MATERIAL MASKS ////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -660,6 +658,11 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
|
||||
Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
|
||||
|
||||
vec4 flashLightSpecularData = vec4(0.0);
|
||||
#ifdef FLASHLIGHT
|
||||
Indirect_lighting += calculateFlashlight(FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), viewToWorld(normalize(normal)), flashLightSpecularData, false);
|
||||
#endif
|
||||
|
||||
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
|
||||
|
||||
#if EMISSIVE_TYPE == 2 || EMISSIVE_TYPE == 3
|
||||
@ -712,7 +715,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
#endif
|
||||
|
||||
|
||||
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), viewToWorld(normal), roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, reflectance);
|
||||
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), viewToWorld(normal), roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, reflectance, flashLightSpecularData);
|
||||
|
||||
gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
|
||||
|
||||
|
Reference in New Issue
Block a user