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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add DISTANT HORIZONS SHADER PROGRAMS, and then make them work.
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@ -289,6 +289,7 @@ vec4 GetVolumetricFog(
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color += (lighting - lighting*exp(-(density)*dd*dL)) * absorbance;
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absorbance *= exp(-max(density,hazeDensity)*dd*dL);
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}
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// return vec4(0.0,0.0,0.0,1.0);
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return vec4(color, absorbance);
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}
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@ -297,10 +298,10 @@ float GetCloudShadow(vec3 WorldPos, vec3 LightPos){
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for (int i=0; i < 3; i++){
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vec3 shadowSamplePos = WorldPos - LightPos * (pow(i,0.75)*0.25);
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float Cast = fogShape(shadowSamplePos)*END_STORM_DENSTIY;
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Shadow += Cast;
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// vec3 shadowSamplePos = WorldPos - LightPos * (pow(i,0.75)*0.25);
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vec3 shadowSamplePos = WorldPos - LightPos * (0.01 + pow(i,0.75)*0.25);
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Shadow += fogShape(shadowSamplePos)*END_STORM_DENSTIY;
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}
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return clamp(exp(Shadow * -10.0),0.0,1.0);
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return clamp(exp2(Shadow * -5.0),0.0,1.0);
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}
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