mirror of
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.
This commit is contained in:
@ -21,7 +21,9 @@ varying vec4 normalMat;
|
||||
#endif
|
||||
|
||||
flat varying vec3 WsunVec;
|
||||
flat varying vec4 lightCol;
|
||||
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
|
||||
flat varying vec3 avgAmbient;
|
||||
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform float sunElevation;
|
||||
@ -53,6 +55,7 @@ void main() {
|
||||
gl_Position = ftransform();
|
||||
color = gl_Color;
|
||||
|
||||
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
||||
lightCol.a = float(sunElevation > 1e-5)*2-1.;
|
||||
lightCol.rgb = sc;
|
||||
@ -61,11 +64,13 @@ void main() {
|
||||
|
||||
|
||||
FlatNormals = normalize(gl_NormalMatrix *gl_Normal);
|
||||
|
||||
#ifdef MC_NORMAL_MAP
|
||||
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
|
||||
#endif
|
||||
|
||||
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
|
||||
|
||||
#ifdef TAA_UPSCALING
|
||||
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user