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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -4,6 +4,9 @@
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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uniform float far;
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uniform float near;
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flat varying vec4 lightCol;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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@ -13,6 +16,7 @@ uniform sampler2D depthtex0;
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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@ -74,26 +78,26 @@ vec3 normVec (vec3 vec){
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:0 */
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float phi = 2 * 3.14159265359;
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float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
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#ifdef VOLUMETRIC_CLOUDS
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// vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+(vec2(tempOffsets)*(texelSize/4))*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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float z = texture2D(depthtex0,halfResTC*texelSize).x;
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vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1));
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#ifdef VOLUMETRIC_CLOUDS
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+(vec2(tempOffsets)*(texelSize/4))*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1.0));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec4 currentClouds = renderClouds(fragpos,vec3(0.), R2_dither(),sunColor/150.,moonColor/150.,avgAmbient/150.,blueNoise2());
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gl_FragData[0] = currentClouds ;
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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vec4 currentClouds = renderClouds(fragpos,vec2(R2_dither(),blueNoise2()), lightCol.rgb/80., moonColor/150., (avgAmbient*2.0)* 8./150./3.);
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gl_FragData[0] = currentClouds;
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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}
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