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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.
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@ -5,15 +5,20 @@
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec4 lightCol;
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flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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flat varying vec3 WsunVec;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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@ -35,6 +40,12 @@ void main() {
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sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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// avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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