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its very scary to look at
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// this file contains all things for seasons, weather, and biome specific settings.
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// i gotta start centralizing shit someday.
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#define Seasons
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#define Season_Length 24 // how long each season lasts in minecraft days. 91 is roughly how long each season is in reality. 1 will make a year last 4 days [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91]
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// #define Snowy_Winter // snow in the winter, yes or no?
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#define Summer_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Summer_G 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Summer_B 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Summer_Leaf_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Summer_Leaf_G 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Summer_Leaf_B 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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uniform float Day;
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#define Fall_R 1.5 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Fall_G 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Fall_B 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Fall_Leaf_R 1.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Fall_Leaf_G 0.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Fall_Leaf_B 0.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_R 1.2 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_G 0.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_B 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_Leaf_R 1.2 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_Leaf_G 0.5 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Winter_Leaf_B 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_G 0.9 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_B 1.1 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_Leaf_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_Leaf_G 0.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Spring_Leaf_B 0.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define Daily_Weather // different skies for different days, and fog.
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#define WeatherDay -1 // [-1 0 1 2 3 4 5 6 7]
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#define cloudCoverage 0.4 // Cloud coverage [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define Rain_coverage 0.6 // how much the coverage of the clouds change during rain [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0]
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#define Biome_specific_environment // makes the fog density and color look unique in certain biomes. (swamps, jungles, lush caves, giant pines, dark forests)
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// it's so symmetrical~
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float day0 = clamp(clamp(Day, 0.0,1.0)*clamp(2-Day, 0.0,1.0),0.0,1.0);
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float day1 = clamp(clamp(Day-1, 0.0,1.0)*clamp(3-Day, 0.0,1.0),0.0,1.0);
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float day2 = clamp(clamp(Day-2, 0.0,1.0)*clamp(4-Day, 0.0,1.0),0.0,1.0);
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float day3 = clamp(clamp(Day-3, 0.0,1.0)*clamp(5-Day, 0.0,1.0),0.0,1.0);
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float day4 = clamp(clamp(Day-4, 0.0,1.0)*clamp(6-Day, 0.0,1.0),0.0,1.0);
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float day5 = clamp(clamp(Day-5, 0.0,1.0)*clamp(7-Day, 0.0,1.0),0.0,1.0);
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float day6 = clamp(clamp(Day-6, 0.0,1.0)*clamp(8-Day, 0.0,1.0),0.0,1.0);
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float day7 = clamp(clamp(Day-7, 0.0,1.0)*clamp(9-Day, 0.0,1.0),0.0,1.0);
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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@ -102,6 +74,8 @@
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////////////////////////////// DAILY WEATHER //////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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#ifdef WEATHERCLOUDS
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uniform float CumulusCoverage;
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uniform float CirrusCoverage;
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@ -111,26 +85,35 @@
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float Coverage
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){
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#ifdef Daily_Weather
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int W_DAY = WeatherDay;
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// #ifdef Daily_Weather
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// int W_DAY = WeatherDay;
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if(W_DAY > -1) {
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if(W_DAY == 0) Coverage += 0.1;
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if(W_DAY == 1) Coverage += 0.5;
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if(W_DAY == 2) Coverage += 0.2;
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if(W_DAY == 3) Coverage += 0.8;
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if(W_DAY == 4) Coverage += 0.1;
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if(W_DAY == 5) Coverage += 0.6;
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if(W_DAY == 6) Coverage += 0.0;
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if(W_DAY == 7) Coverage += 1.0;
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}else{
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Coverage += mix(CumulusCoverage, Rain_coverage, rainStrength);
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}
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// if(W_DAY > -1) {
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// if(W_DAY == 0) Coverage += 0.1;
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// if(W_DAY == 1) Coverage += 0.5;
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// if(W_DAY == 2) Coverage += 0.2;
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// if(W_DAY == 3) Coverage += 0.8;
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// if(W_DAY == 4) Coverage += 0.1;
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// if(W_DAY == 5) Coverage += 0.6;
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// if(W_DAY == 6) Coverage += 0.0;
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// if(W_DAY == 7) Coverage += 1.0;
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// }else{
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// Coverage += mix(CumulusCoverage, Rain_coverage, rainStrength);
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// }
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// #else
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// Coverage += mix(cloudCoverage, Rain_coverage, rainStrength);
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// #endif
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#ifdef Daily_Weather
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Coverage += day0 * 0.3 + day1 * 0.8 + day2 * 0.2 + day3 * 0.0 + day4 * 0.8 + day5 * 0.5 + day6 * -0.5 + day7 * 0.6;
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#else
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Coverage += mix(cloudCoverage, Rain_coverage, rainStrength);
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Coverage += cloudCoverage;
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// Coverage = mix(Coverage, Rain_coverage, rainStrength);
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#endif
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return Coverage;
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}
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void DailyWeather_HighAltitude(
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@ -165,21 +148,11 @@
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#endif
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#ifdef Daily_Weather
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uniform float Day;
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void DailyWeather_FogDensity(
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inout vec4 UniformDensity,
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inout vec4 CloudyDensity
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){
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// it's so symmetrical~
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float day0 = clamp(clamp(Day, 0.0,1.0)*clamp(2-Day, 0.0,1.0),0.0,1.0);
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float day1 = clamp(clamp(Day-1, 0.0,1.0)*clamp(3-Day, 0.0,1.0),0.0,1.0);
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float day2 = clamp(clamp(Day-2, 0.0,1.0)*clamp(4-Day, 0.0,1.0),0.0,1.0);
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float day3 = clamp(clamp(Day-3, 0.0,1.0)*clamp(5-Day, 0.0,1.0),0.0,1.0);
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float day4 = clamp(clamp(Day-4, 0.0,1.0)*clamp(6-Day, 0.0,1.0),0.0,1.0);
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float day5 = clamp(clamp(Day-5, 0.0,1.0)*clamp(7-Day, 0.0,1.0),0.0,1.0);
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float day6 = clamp(clamp(Day-6, 0.0,1.0)*clamp(8-Day, 0.0,1.0),0.0,1.0);
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float day7 = clamp(clamp(Day-7, 0.0,1.0)*clamp(9-Day, 0.0,1.0),0.0,1.0);
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// set fog Profiles for each of the 8 days in the cycle.
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// U = uniform fog || C = cloudy fog
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@ -256,8 +229,8 @@
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float Night = clamp((Time-13000)/2000,0,1) * clamp((23000-Time)/2000,0,1) ;
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// set densities. morn, noon, even, night
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vec4 UniformDensity = vec4(1.0, 0.0, 1.0, 10.0);
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vec4 CloudyDensity = vec4(5.0, 0.0, 5.0, 25.0);
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vec4 UniformDensity = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 CloudyDensity = vec4(0.0, 0.0, 0.0, 0.0);
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#ifdef Daily_Weather
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DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities.
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