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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fog tweaks, fix TAAU breaking the nether
yar
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@ -131,7 +131,8 @@ vec3 Cloud_lighting(
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vec3 moonContribution,
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float AmbientShadow,
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int cloudType,
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vec3 pos
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vec3 pos,
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float time
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){
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float coeeff = -30;
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// float powder = 1.0 - exp((CloudShape*CloudShape) * -800);
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@ -147,7 +148,7 @@ vec3 Cloud_lighting(
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skyLighting += sunContributionMulti * exp(-SunShadowing) * clamp((1.0 - abs(pow(Density*4.0 - 1.1,4.0))) * Coverage,0,1) ;
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#endif
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skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2 ) * lesspowder ;
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skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/(2.0 - time) ) * lesspowder ;
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if(cloudType == 1){
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@ -158,7 +159,7 @@ vec3 Cloud_lighting(
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vec3 sunLighting = exp(SunShadowing * coeeff + powder) * sunContribution;
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sunLighting += exp(SunShadowing * coeeff/4 + powder*2) * sunContributionMulti;
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vec3 moonLighting = exp(MoonShadowing * coeeff / 3) * moonContribution * powder;
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vec3 moonLighting = exp(MoonShadowing * coeeff/4 + powder) * moonContribution;
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return skyLighting + moonLighting + sunLighting ;
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// return skyLighting;
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@ -248,9 +249,10 @@ vec4 renderClouds(
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vec3 sunContribution = SunColor * mieDay;
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vec3 sunContributionMulti = SunColor * mieDayMulti ;
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float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4) * 6.0;
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float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4);
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vec3 moonContribution = MoonColor * mieNight;
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float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
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#ifdef Cumulus
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for(int i=0;i<maxIT_clouds;i++) {
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@ -287,9 +289,9 @@ vec4 renderClouds(
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float phase = PhaseHG(-SdotV, (1.0-cumulus));
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0);
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view);
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, timing);
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
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@ -317,7 +319,7 @@ vec4 renderClouds(
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float shadow = GetAltostratusDensity(shadowSamplePos_high);
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Sunlight += shadow;
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}
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vec3 S = Cloud_lighting(altostratus, altostratus, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, 1, 1, progress_view_high);
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vec3 S = Cloud_lighting(altostratus, altostratus, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, 1, 1, progress_view_high, timing);
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vec3 Sint = (S - S * exp(-20*altostratus)) / altostratus;
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color += max(altostratus*Sint*total_extinction,0.0);
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