mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
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@ -11,6 +11,11 @@ Read the terms of modification and sharing before changing something below pleas
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varying vec4 color;
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varying vec2 texcoord;
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varying vec4 tangent;
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varying vec4 normalMat;
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attribute vec4 at_tangent;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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@ -40,13 +45,9 @@ flat varying float exposure;
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void main() {
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color = gl_Color;
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#ifdef ENCHANT_GLINT
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#else
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texcoord = (gl_MultiTexCoord0).xy;
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#endif
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#if defined ENCHANT_GLINT || defined SPIDER_EYES
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#if defined ENCHANT_GLINT || defined SPIDER_EYES || defined BEACON_BEAM
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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@ -60,6 +61,11 @@ void main() {
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if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
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#endif
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#ifdef ENCHANT_GLINT
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tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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