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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
more indirect light for clouds
and other minor tweaks
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@ -72,42 +72,24 @@ void main() {
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sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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// avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
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// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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// ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
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// ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
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// ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
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// ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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// #ifdef VOLUMETRIC_CLOUDS
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// #ifndef VL_Clouds_Shadows
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// lightCol.rgb *= (1.0-rainStrength*0.9);
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// #endif
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// #endif
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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TAA_Offset = vec2(0.0);
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TAA_Offset = vec2(0.0);
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#endif
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#ifndef VL_Clouds_Shadows
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lightCol.rgb *= (1.0-rainStrength*0.9);
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#endif
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// float Time = worldTime%24000;
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// FogSchedule = clamp( (Time - 9000)/9000 ,0,1);
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// // float fogAmount0 = 1/3000.+FOG_TOD_MULTIPLIER*(1/100.*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.))*(clamp(modWT-11000.,0.,2000.0)/2000.+(1.0-clamp(modWT,0.,3000.0)/3000.)) + 1/120.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.));
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// float fogAmount0 = TimeOfDayFog;
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// // VFAmount = CLOUDY_FOG_AMOUNT*(fogAmount0*fogAmount0+FOG_RAIN_MULTIPLIER*1.0/20000.*rainStrength);
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// VFAmount = fogAmount0;
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// fogAmount = BASE_FOG_AMOUNT*(fogAmount0+max(FOG_RAIN_MULTIPLIER*1/10.*rainStrength , FOG_TOD_MULTIPLIER*1/50.*clamp(modWT-13000.,0.,1000.0)/1000.*(1.0-clamp(modWT-23000.,0.,1000.0)/1000.)));
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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}
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