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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
re-do border fog. make the sunlight get absorbed by the sky more (it gets more colorful). clean up the fog with clouds function
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@ -3,6 +3,7 @@
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flat varying vec3 zMults;
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flat varying vec2 TAA_Offset;
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flat varying vec3 skyGroundColor;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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@ -251,17 +252,6 @@ void main() {
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/// --- REFRACTION --- ///
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#ifdef Refraction
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// refractedCoord = clamp(refractedCoord + (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE ,-1.0,1.0);
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// // refractedCoord = clamp(refractedCoord - tangentNormals, refractedCoord-0.5,refractedCoord);
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// // if(tangentNormals.xy <= vec2(0.0, 0.0) ) refractedCoord = abs(refractedCoord - tangentNormals);
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// // refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
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// float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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// // float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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// if( refractedalpha <= 0.001) refractedCoord = texcoord; // remove refracted coords on solids
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ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z));
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#endif
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@ -272,11 +262,10 @@ void main() {
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#if defined OVERWORLD_SHADER && defined BorderFog
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vec3 sky = skyFromTex(np3, colortex4).rgb / 30.0;
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float fog = 1.0 - clamp(exp(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
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float heightFalloff = clamp( pow(abs(np3.y-1.01),5) ,0,1) ;
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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float fog = exp2(-100.0 * pow(clamp(1.0-length(p3)/far,0.0,1.0),2.0));
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fog *= exp(-30.0*(pow(clamp(np3.y,0.0,1.0),2.0))) ;
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
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@ -291,7 +280,7 @@ void main() {
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
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#endif
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}
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