mirror of
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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@ -3,6 +3,8 @@ varying vec2 texcoord;
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uniform sampler2D texture;
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flat varying float exposure;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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@ -36,14 +38,14 @@ float encodeVec2(float x,float y){
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#endif
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#ifdef ENCHANT_GLINT
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/* DRAWBUFFERS:2 */
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/* DRAWBUFFERS:2 */
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#endif
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void main() {
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vec4 Albedo = texture2D(texture, texcoord);
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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vec4 data1 = vec4(1.0); float materialMask = 1.0;
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#if defined SPIDER_EYES || defined GLOWING
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@ -60,8 +62,8 @@ void main() {
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#endif
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#ifdef ENCHANT_GLINT
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vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) * Albedo.a;
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vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) / clamp(exposure,0.01,1.0);
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gl_FragData[0] = vec4(GlintColor, Albedo.a * 0.1);
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gl_FragData[0] = vec4(GlintColor , Albedo.a * 0.1);
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#endif
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}
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