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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +08:00
Added resourecpack sky support. made use of iris dimensions.properties and added fallback shader.
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@ -235,7 +235,7 @@ void main() {
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float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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if( refractedalpha <= 0.001 ||z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
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if( refractedalpha <= 0.001 || z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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@ -245,11 +245,11 @@ void main() {
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#if defined OVERWORLD_SHADER && defined BorderFog
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vec3 sky = skyFromTex(np3,colortex4) / 150. * 5.0;
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vec3 sky = skyFromTex(np3, colortex4).rgb / 30.0;
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float fog = 1.0 - clamp(exp(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
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float heightFalloff = clamp( pow(abs(np3.y-1.01),5) ,0,1) ;
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff * lightleakfix);
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
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@ -263,7 +263,7 @@ void main() {
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff * lightleakfix);
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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#endif
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}
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