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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@ -12,6 +12,7 @@ flat varying vec3 refractedSunVec;
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flat varying float tempOffsets;
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uniform sampler2D colortex4;
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flat varying float exposure;
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uniform float sunElevation;
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uniform vec2 texelSize;
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@ -53,13 +54,13 @@ void main() {
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#ifdef NETHER_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 10.0;
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averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0;
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#endif
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#ifdef END_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(5.0);
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averageSkyCol_Clouds = vec3(15);
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#endif
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@ -68,4 +69,6 @@ void main() {
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// WsunVec = normalize(LightDir);
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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}
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