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https://github.com/X0nk/Bliss-Shader.git
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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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17
shaders/lib/hsv.glsl
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17
shaders/lib/hsv.glsl
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vec3 RgbToHsv(const in vec3 c) {
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const vec4 K = vec4(0.0, -1.0, 2.0, -3.0) / 3.0;
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const float e = 1.0e-10;
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 HsvToRgb(const in vec3 c) {
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const vec4 K = vec4(3.0, 2.0, 1.0, 9.0) / 3.0;
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, saturate(p - K.xxx), c.y);
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}
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