mirror of
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
This commit is contained in:
@ -97,14 +97,14 @@ void main() {
|
||||
|
||||
vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
|
||||
|
||||
#ifdef WEATHER
|
||||
gl_FragData[1].a = TEXTURE.a; // for bloomy rain
|
||||
#endif
|
||||
gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff
|
||||
|
||||
|
||||
#ifndef WEATHER
|
||||
gl_FragData[1].a = 0.0; // for bloomy rain
|
||||
gl_FragData[0] = TEXTURE;
|
||||
vec3 Albedo = toLinear(gl_FragData[0].rgb);
|
||||
|
||||
gl_FragData[1].a = 1.0 - TEXTURE.a; // for bloomy rain and stuff
|
||||
|
||||
vec3 Albedo = toLinear(TEXTURE.rgb);
|
||||
|
||||
vec2 tempOffset = offsets[framemod8];
|
||||
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
|
||||
@ -139,6 +139,7 @@ void main() {
|
||||
|
||||
vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
|
||||
|
||||
gl_FragData[0].a = TEXTURE.a;
|
||||
gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
|
||||
#endif
|
||||
}
|
Reference in New Issue
Block a user