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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
more indirect light for clouds
and other minor tweaks
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@ -863,6 +863,8 @@ void main() {
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vec3 DirectLightColor = (lightCol.rgb/80.0);
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DirectLightColor *= clamp(abs(WsunVec.y)*2,0.,1.);
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vec3 AmbientLightColor = avgAmbient;
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float cloudShadow = 1.0;
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if ( z >= 1.) { //sky
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@ -1019,8 +1021,22 @@ void main() {
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// float thething = pow(clamp(2.0 + dot(viewToWorld(FlatNormals),np3),0.0,2.0),3.0);
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// // LavaGlow *= thething*0.25+0.75;
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// LavaGlow *= mix((2.0-thething)*0.5+0.5, thething*0.25+0.75, sqrt(lightmap.x));
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// #ifdef altostratus
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// AmbientLightColor += (lightCol.rgb/5) * clamp(Alto_coverage * (1-Alto_density),0,1) * clamp(abs(ambientCoefs.y+1.0),0.0,1.0);
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// #endif
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// float SkylightShadow = 1;
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// #ifdef VOLUMETRIC_CLOUDS
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// #ifdef CLOUDS_SHADOWS
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// SkylightShadow = GetAltoOcclusion(p3);
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// #endif
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// #endif
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// AmbientLightColor *= SkylightShadow;
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
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Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
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