mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
improve fog upsampler and filtered effects upsampler. improve metals in specular reflections. fix end and nether not compiling, and fix SSAO making them black. redo water shader. added water caustics strength misc setting. add 2 new post process types "xonk tonemapp" and "full reinhard". create overdraw prevention for DH shadowmap. fix SSS with dh shadowmap. tweak screenspace shadow SSS to be better in the distance. add fog behind glass. move water fog to be done in the fog behind glass pass.
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@ -18,6 +18,8 @@ varying vec4 color;
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flat varying vec4 lightCol;
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#endif
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uniform int isEyeInWater;
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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@ -135,6 +137,10 @@ void main() {
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vec3 Direct_lighting = vec3(0.0);
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vec3 Indirect_lighting = vec3(0.0);
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vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
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if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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@ -172,7 +178,7 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
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vec3 AmbientLightColor = (averageSkyCol_Clouds / 30.0) * 3.0;
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#endif
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@ -184,7 +190,7 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor,MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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