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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
allow volumetric fog to intersect volumetric clouds
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@ -353,13 +353,14 @@ void main() {
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indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * TORCH_AMOUNT;
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vec4 finalVolumetrics = vec4(0.0,0.0,0.0,1.0);
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float cloudPlaneDistance = 0.0;
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if(!iswater){
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricClouds = GetVolumetricClouds(viewPos1, vec2(noise_1, noise_2), WsunVec, directLightColor, indirectLightColor);
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vec4 VolumetricClouds = GetVolumetricClouds(viewPos1, vec2(noise_1, noise_2), WsunVec, directLightColor, indirectLightColor,cloudPlaneDistance);
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float atmosphereAlpha = 1.0;
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vec4 VolumetricFog = GetVolumetricFog(viewPos1, WsunVec, vec2(noise_1, noise_2), directLightColor, indirectLightColor, indirectLightColor_dynamic, atmosphereAlpha, VolumetricClouds.rgb);
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vec4 VolumetricFog = GetVolumetricFog(viewPos1, WsunVec, vec2(noise_1, noise_2), directLightColor, indirectLightColor, indirectLightColor_dynamic, atmosphereAlpha, VolumetricClouds.rgb,cloudPlaneDistance);
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finalVolumetrics.rgb += VolumetricClouds.rgb;
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#endif
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