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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
cave fog changes color in some places, biome fog tweaks
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@ -12,9 +12,6 @@ flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float FogSchedule;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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@ -50,7 +47,7 @@ uniform vec2 texelSize;
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#include "lib/projections.glsl"
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#include "lib/sky_gradient.glsl"
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#include "/lib/res_params.glsl"
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// #include "lib/biome_specifics.glsl"
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#define TIMEOFDAYFOG
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#include "lib/volumetricClouds.glsl"
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@ -268,19 +265,29 @@ void main() {
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vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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#ifdef Cloud_Fog
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vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., (averageSkyCol*2.0) * 8./150./3.);
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// vec4 rays = vec4(0.0);
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// if(rainStrength > 0.0){
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// rays = RainRays(vec3(0.0), fragpos, length(fragpos), R2_dither(), (avgAmbient*2.0) * 8./150./3., lightCol.rgb, dot(normalize(fragpos), normalize(sunVec) ));
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// VL_CLOUDFOG += rays * rainStrength;
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// }
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#ifdef Cumulus
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#ifdef Cloud_Fog
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vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., (averageSkyCol*2.0) * 8./150./3.);
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// vec4 rays = vec4(0.0);
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// if(rainStrength > 0.0){
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// rays = RainRays(vec3(0.0), fragpos, length(fragpos), R2_dither(), (avgAmbient*2.0) * 8./150./3., lightCol.rgb, dot(normalize(fragpos), normalize(sunVec) ));
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// VL_CLOUDFOG += rays * rainStrength;
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// }
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gl_FragData[0] = clamp(VL_CLOUDFOG, 0.0,65000.);
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#else
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vec4 VL_Fog = getVolumetricRays(fragpos, blueNoise(), averageSkyCol);
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gl_FragData[0] = clamp(VL_Fog,0.0,65000.);
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#endif
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gl_FragData[0] = clamp(VL_CLOUDFOG, 0.0,65000.);
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#else
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vec4 VL_Fog = getVolumetricRays(fragpos, blueNoise(), averageSkyCol);
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gl_FragData[0] = clamp(VL_Fog,0.0,65000.);
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#endif
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