mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
make emissives work again
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@ -109,10 +109,10 @@ vec4 getVolumetricRays(
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float sh = 1.0;
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// if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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// pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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// sh = shadow2D( shadow, pos).x;
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// }
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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@ -154,9 +154,9 @@ vec4 InsideACloudFog(
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vec3 MoonColor,
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vec3 SkyColor
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){
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#ifndef VOLUMETRIC_CLOUDS
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return vec4(0.0,0.0,0.0,1.0);
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#endif
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// #ifndef VOLUMETRIC_CLOUDS
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// return vec4(0.0,0.0,0.0,1.0);
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// #endif
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float total_extinction = 1.0;
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vec3 color = vec3(0.0);
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@ -253,7 +253,7 @@ vec4 InsideACloudFog(
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float cloudhsadow = 1;
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float cloudhsadow = sh;
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#ifdef VL_CLOUDS_SHADOWS
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cloudhsadow = sh * GetCloudShadow_VLFOG(progressW);
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@ -316,11 +316,8 @@ vec4 InsideACloudFog(
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#endif
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, timing);
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
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total_extinction *= max(exp(-mult*muE),0.0);
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@ -334,4 +331,4 @@ vec4 InsideACloudFog(
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#endif
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return vec4(color, total_extinction);
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}
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}
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