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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak some cloud lighting a bit. also tweak VL biome fog a little
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@ -142,11 +142,9 @@ vec3 Cloud_lighting(
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vec3 skyLighting = SkyColors;
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#ifdef Altostratus
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float Coverage; float Density;
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float Coverage = 0.0; float Density = 0.0;
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DailyWeather_Alto(Coverage,Density);
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skyLighting += sunContributionMulti * exp(SunShadowing * -3) * clamp(Coverage * (1-Density),0,1);
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// skyLighting += (sunContributionMulti * 5.0 * exp(SunShadowing * -3)) * exp(altoShadow * -0.1);
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skyLighting += sunContributionMulti * exp(-SunShadowing) * clamp((1.0 - abs(pow(Density*4.0 - 1.1,4.0))) * Coverage,0,1) ;
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#endif
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skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2 ) * lesspowder ;
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@ -162,7 +160,7 @@ vec3 Cloud_lighting(
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vec3 moonLighting = exp(MoonShadowing * coeeff / 3) * moonContribution * powder;
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return skyLighting + moonLighting + sunLighting ;
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return skyLighting + moonLighting + sunLighting ;
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// return skyLighting;
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}
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@ -174,7 +172,7 @@ float phaseg(float x, float g){
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}
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float CustomPhase(float LightPos, float S_1, float S_2){
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float SCALE = S_2; // remember the epislons 0.001 is fine.
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float SCALE = S_2 + 0.001; // remember the epislons 0.001 is fine.
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float N = S_1;
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float N2 = N / SCALE;
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@ -244,7 +242,7 @@ vec4 renderClouds(
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if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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float mieDay = phaseg(SdotV, 0.75) * 2;
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float mieDay = phaseg(SdotV, 0.75) * 3.14;
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float mieDayMulti = phaseg(SdotV, 0.35) * 2;
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vec3 sunContribution = SunColor * mieDay;
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@ -289,7 +287,8 @@ vec4 renderClouds(
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float phase = PhaseHG(-SdotV, (1.0-cumulus));
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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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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);
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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