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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Improved nether fog. more gameplay friendly and consistent look
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@ -76,7 +76,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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vec3 maxLengths = (step(0.0,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
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@ -87,9 +87,9 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
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float maxZ = spos.z;
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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float depthcancleoffset = pow(1.0-(quality/reflection_quality),1);
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float depthcancleoffset = pow(1.0-(quality/reflection_quality),1.0);
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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float dist = 1.0 + clamp(position.z*position.z/50.0,0.0,2.0); // shrink sample size as distance increases
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for (int i = 0; i <= int(quality); i++) {
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vec2 testthing = hand ? spos.xy*texelSize : spos.xy/texelSize/4.0; // fix for ssr on hand
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