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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
re-implement "render fog with clouds" option.
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@ -250,7 +250,7 @@ void main() {
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if (isEyeInWater == 0){
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, lightCol.rgb/80.0, averageSkyCol/30.0);
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vec4 VolumetricFog = GetVolumetricFog(viewPos, vec2(noise_1,noise_2), lightCol.rgb/80.0, averageSkyCol/30.0);
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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@ -195,7 +195,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0);
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sky = sky*clouds.a + clouds.rgb / 5.0;
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), lightSourceColor*1.75, skyGroundCol/30.0);
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), lightSourceColor*1.75, skyGroundCol/30.0);
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sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
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gl_FragData[0] = vec4(sky,1.0);
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@ -104,7 +104,7 @@ void main() {
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pos = normalize(vec3(0,1,0));
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pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
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averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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averageSkyCol_Clouds += 1.5*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.;
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}
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