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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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@ -7,6 +7,7 @@ flat varying vec2 TAA_Offset;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex2;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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@ -17,12 +18,14 @@ uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex8;
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uniform sampler2D colortex9;
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uniform sampler2D colortex10;
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uniform sampler2D colortex11;
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uniform sampler2D colortex13;
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uniform sampler2D colortex15;
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uniform vec2 texelSize;
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flat varying vec3 noooormal;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 WsunVec;
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@ -262,6 +265,7 @@ void main() {
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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#endif
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@ -344,4 +348,5 @@ void main() {
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gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
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}
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