mirror of
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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@ -18,7 +18,6 @@ flat varying float rodExposure;
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flat varying float avgBrightness;
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flat varying float exposureF;
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform float frameTime;
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@ -84,6 +83,10 @@ float blueNoise(){
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#include "/lib/end_fog.glsl"
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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#include "/lib/fallback_fog.glsl"
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#endif
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void main() {
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@ -168,7 +171,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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}
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#endif
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#ifdef NETHER_SHADER
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#if defined NETHER_SHADER || defined END_SHADER || defined FALLBACK_SHADER
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vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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//Sky gradient with clouds
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@ -187,26 +190,26 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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}
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#endif
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#ifdef END_SHADER
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/* ---------------------- FOG SHADER ---------------------- */
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vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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// /* ---------------------- FOG SHADER ---------------------- */
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// vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
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//Sky gradient with clouds
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if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
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vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
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vec3 viewVector = cartToSphere(p);
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// //Sky gradient with clouds
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// if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
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// vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
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// vec3 viewVector = cartToSphere(p);
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vec3 BackgroundColor = vec3(0.0);
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// vec3 BackgroundColor = vec3(0.0);
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., fract(frameCounter/1.6180339887), fract(frameCounter/2.6180339887));
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// vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., fract(frameCounter/1.6180339887), fract(frameCounter/2.6180339887));
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BackgroundColor += VL_Fog.rgb/5.0;
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// BackgroundColor += VL_Fog.rgb/5.0;
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gl_FragData[0] = vec4(BackgroundColor, 1.0);
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// gl_FragData[0] = vec4(BackgroundColor, 1.0);
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}
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// }
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#ifdef END_SHADER
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/* ---------------------- TIMER ---------------------- */
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float flash = 0.0;
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