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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
forgot to add the indirect light absorbance gradient for underwater VL again
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@ -290,13 +290,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
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float thing = -normalize(dVWorld).y;
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thing = clamp(thing + 0.333,0.0,1.0);
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thing = pow(1.0-pow(1.0-thing,2.0),2.0);
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// thing = 1.0;
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// thing = max(exp(-3.0*exp(-3.0*thing)),0.0);
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thing *= 15.0;
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thing = 0.0;
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thing *= 7.0;
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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@ -305,7 +299,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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float distanceFromWaterSurface = max(-(progressW.y - waterEnteredAltitude),0.0);
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float distanceFromWaterSurface = max(-(progressW.y - waterEnteredAltitude - thing),0.0);
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vec3 sh = vec3(1.0);
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#ifdef OVERWORLD_SHADER
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