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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix SSGI/RTAO in nether. fix LPV fog brightness slider not working right. add color picker for the selection box outline
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@ -450,7 +450,10 @@ void main() {
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0);
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#else
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#endif
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@ -788,9 +788,10 @@ void main() {
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lightmap.xy = min(max(lightmap.xy - 0.05,0.0)*1.06,1.0); // small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
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#if defined END_SHADER || defined NETHER_SHADER
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#if !defined OVERWORLD_SHADER
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lightmap.y = 1.0;
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#endif
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// lightmap.y = 0.0;
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// if(isDHrange) lightmap.y = pow(lightmap.y,25);
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// if(isEyeInWater == 1) lightmap.y = max(lightmap.y, 0.75);
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@ -1102,6 +1103,8 @@ void main() {
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vec3 up = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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Indirect_lighting = mix(up, Indirect_lighting, clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
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AmbientLightColor = Indirect_lighting / 5.0;
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#endif
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#ifdef END_SHADER
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@ -1175,7 +1178,10 @@ void main() {
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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Indirect_lighting = AmbientLightColor;
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// Indirect_lighting = AmbientLightColor;
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ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), feetPlayerPos, lpvPos, exposure, lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
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#endif
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@ -114,7 +114,7 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
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vec3 lighting = LpvTorchLight;
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float density = exp(-5.0 * clamp( 1.0 - length(lpvSample.xyz) / 16.0,0.0,1.0)) * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100) * LpvFadeF;
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float density = exp(-5.0 * clamp( 1.0 - length(lpvSample.xyz) / 16.0,0.0,1.0)) * (LPV_VL_FOG_ILLUMINATION_BRIGHTNESS/100.0) * LpvFadeF;
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color = lighting - lighting * exp(-density*dd*dL);
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}
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