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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +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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@ -8,7 +8,7 @@ varying vec4 normalMat;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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uniform vec4 lightCol;
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uniform vec3 sunVec;
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@ -66,34 +66,15 @@ void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy);
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vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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float exposure = texelFetch2D(gaux1,ivec2(10,37),0).r;
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vec3 normal = normalMat.xyz;
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0));
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vec3 col = albedo*exp(-exposure*3.);
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float NdotL = lightCol.a*dot(normal,sunVec);
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float diffuseSun = clamp(NdotL,0.0f,1.0f);
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vec3 direct = lightCol.rgb;
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direct *= (diffuseSun*lmtexcoord.w)*10.;
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float torch_lightmap = ((lmtexcoord.z*lmtexcoord.z)*(lmtexcoord.z*lmtexcoord.z))*(lmtexcoord.z*20.)+lmtexcoord.z;
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vec3 ambient = (lightCol.a*sunElevation)*(-NdotL*0.45+0.9)*lightCol.rgb*0.6 + (1.2*skyIntensity)*vec3(0.65,0.7,1.)*30. + skyIntensityNight*vec3(0.09,0.1,0.15)/1.5;
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vec3 diffuseLight = (lmtexcoord.w)*ambient + vec3(1.,0.4,0.1)*torch_lightmap*0.08*1.0 + 0.0006;
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vec3 col = dot(diffuseLight,vec3(1.0/3))*albedo;
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gl_FragData[0].rgb = col*color.a;
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gl_FragData[0].a = 0.0;
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gl_FragData[0].rgb = col*color.a;
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gl_FragData[0].a = gl_FragData[0].a*0.1;
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