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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -6,9 +6,9 @@ uniform sampler2D colortex7;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform sampler2D shadowcolor0;
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uniform sampler2D shadowtex0;
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uniform sampler2D shadowtex1;
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// uniform sampler2D shadowcolor0;
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// uniform sampler2D shadowtex0;
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// uniform sampler2D shadowtex1;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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@ -161,28 +161,5 @@ void main() {
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applyContrast(FINAL_COLOR, CONTRAST); // for fun
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gl_FragColor.rgb = FINAL_COLOR;
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// uniform sampler2D shadowcolor0;
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// uniform sampler2D shadowtex0;
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// uniform sampler2D shadowtex1;
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// vec2 coord = gl_FragCoord.xy;
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// int invertChecker = int(mod(coord.x,2)) * int(mod(coord.y,2));
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// int checker = int(mod(coord.x*coord.y,2));
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// int checker2 = int(mod(coord.x*coord.y+1,2));
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// gl_FragColor.rgb = vec3(0.2) * checker * checker2;
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// if( hideGUI == 1){
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// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
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// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
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// // if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
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// }
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}
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