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oopsi doopsi compile error fixed
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@ -142,7 +142,7 @@ float GetCloudShadow(vec3 playerPos, vec3 sunVector){
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#endif
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#endif
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#ifdef CloudLayer1
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#ifdef CloudLayer1
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0);
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0);
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cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+90.0.0)*dailyWeatherParams1.y;
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cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+90.0)*dailyWeatherParams1.y;
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#endif
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#endif
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#ifdef CloudLayer2
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#ifdef CloudLayer2
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startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0);
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startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0);
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@ -236,9 +236,8 @@ vec4 raymarchCloud(
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vec3 skyScattering,
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vec3 skyScattering,
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float distanceFade,
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float distanceFade,
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float referenceDistance
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float referenceDistance,
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vec3 sampledSkyCol
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,vec3 sampledSkyCol
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){
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){
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vec3 color = vec3(0.0);
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vec3 color = vec3(0.0);
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@ -386,7 +385,7 @@ vec3 getRayOrigin(
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return position;
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return position;
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}
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}
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// uniform float dhFarPlane;
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vec4 GetVolumetricClouds(
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vec4 GetVolumetricClouds(
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vec3 viewPos,
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vec3 viewPos,
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vec2 dither,
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vec2 dither,
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@ -433,7 +432,7 @@ vec4 GetVolumetricClouds(
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///------- setup the ray
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///------- setup the ray
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// vec3 cloudDist = vec3(1.0); cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(maxHeight - cameraPosition.y,0.0,1.0));
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// vec3 cloudDist = vec3(1.0); cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(maxHeight - cameraPosition.y,0.0,1.0));
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vec3 cloudDist = vec3(1.0);
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vec3 cloudDist = vec3(1.0);
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cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(cameraPosition.y - minHeight,0.0,clamp((maxHeight-15) - cameraPosition.y ,0.0,1.0)));
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cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(cameraPosition.y - minHeight,0.0,clamp((maxHeight-5) - cameraPosition.y ,0.0,1.0)));
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// vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples);
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// vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples);
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vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/cloudDist)/samples);
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vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/cloudDist)/samples);
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