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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues
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@ -492,7 +492,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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if (iswater > 0.0){
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if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = vec3(0.0);
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@ -560,6 +560,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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} else {
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gl_FragData[0].rgb = FinalColor;
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}
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#else
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gl_FragData[0].rgb = FinalColor;
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#endif
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