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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 01:52:25 +08:00
fix underwater fog
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@ -103,7 +103,7 @@ void main() {
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#ifndef WEATHER
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gl_FragData[1].a = 0.0; // for bloomy rain
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gl_FragData[0] = TEXTURE;
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gl_FragData[0] = TEXTURE;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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vec2 tempOffset = offsets[framemod8];
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@ -112,7 +112,7 @@ void main() {
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vec3 np3 = normVec(p3);
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float Shadows = 0.0;
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float Shadows = 1.0;
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vec3 p3_shadow = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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@ -126,7 +126,7 @@ void main() {
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float diffthresh = 0.0002;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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Shadows += shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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Shadows = shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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}
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#ifdef CLOUDS_SHADOWS
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@ -134,7 +134,7 @@ void main() {
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#endif
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.7) + 1.0 ;
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80., Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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