mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
This commit is contained in:
@ -32,6 +32,7 @@ uniform sampler2D colortex6;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform vec2 texelSize;
|
||||
@ -246,9 +247,4 @@ void main() {
|
||||
exposure = Manual_exposure_value;
|
||||
rodExposure = clamp(log(Manual_exposure_value*2.0+1.0)-0.1,0.0,2.0);
|
||||
#endif
|
||||
float modWT = (worldTime%24000)*1.0;
|
||||
|
||||
float fogAmount0 = 1/3000.+FOG_TOD_MULTIPLIER*(1/100.*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.))*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.)) + 1/120.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.));
|
||||
VFAmount = CLOUDY_FOG_AMOUNT*(fogAmount0*fogAmount0+FOG_RAIN_MULTIPLIER*1.0/20000.*rainStrength);
|
||||
fogAmount = BASE_FOG_AMOUNT*(fogAmount0+max(FOG_RAIN_MULTIPLIER*1/10.*rainStrength , FOG_TOD_MULTIPLIER*1/50.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.)));
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user