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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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@ -2,7 +2,6 @@
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//downsample 1st pass (half res) for bloom
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uniform sampler2D colortex5;
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uniform sampler2D colortex8;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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@ -18,9 +17,6 @@ void main() {
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vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
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vec2 quarterResTC = gl_FragCoord.xy*2.*resScale*texelSize;
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float emissives = texture2D(colortex8,quarterResTC).a;
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if(emissives == 1.0) emissives = 0.0;
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emissives *= 5;
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//0.5
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gl_FragData[0] = texture2D(colortex5,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
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gl_FragData[0] += texture2D(colortex5,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
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@ -43,10 +39,6 @@ emissives *= 5;
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gl_FragData[0] += texture2D(colortex5,quarterResTC)*0.125;
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gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
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// gl_FragData[0].rgb += gl_FragData[0].rgb*emissives;
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if (quarterResTC.x > 1.0 - 3.5*texelSize.x || quarterResTC.y > 1.0 -3.5*texelSize.y || quarterResTC.x < 3.5*texelSize.x || quarterResTC.y < 3.5*texelSize.y) gl_FragData[0].rgb = vec3(0.0);
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