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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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@ -126,6 +126,8 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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// uniform sampler2D colortex12;
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// const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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uniform sampler2DShadow shadowtex0;
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uniform sampler2DShadow shadowtex1;
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#define TEST
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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@ -281,9 +283,10 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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suncol = vec3(0.0);
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#endif
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0);
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sky = sky*clouds.a + clouds.rgb / 5.0;
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sky = mix(dot(sky,vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), lightSourceColor*1.75, skyGroundCol/30.0);
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sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
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