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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix DH water rendering over the player. fix DH shadowmap SSS blending. make floodfill work when SSGI/RTAO are enabled.. add player shadow toggle.
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@ -954,15 +954,6 @@ void main() {
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float NdotL = 1.0;
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float lightLeakFix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0);
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// #ifdef DISTANT_HORIZONS_SHADOWMAP
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// float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, dhFarPlane),0.0)*5.0,1.0),2.0),2.0);
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// #else
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// float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / shadowDistance,0.0)*5.0,1.0),2.0),2.0);
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// #endif
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// float shadowMapFalloff2 = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance,far),0.0)*5.0,1.0),2.0),2.0);
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#ifdef OVERWORLD_SHADER
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DirectLightColor = lightCol.rgb / 80.0;
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AmbientLightColor = averageSkyCol_Clouds / 30.0;
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@ -1270,7 +1261,7 @@ 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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ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
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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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#if defined END_SHADER
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@ -1291,7 +1282,6 @@ void main() {
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Indirect_SSS *= AO;
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// apply to ambient light.
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// if(texcoord.x>0.5)
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Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientColor * ambientsss_brightness);
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// #ifdef OVERWORLD_SHADER
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@ -1305,9 +1295,10 @@ void main() {
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float sunSSS_density = LabSSS;
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float SSS_shadow = ShadowAlpha * Shadows;
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// #ifdef DISTANT_HORIZONS_SHADOWMAP
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// shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance,far),0.0)*5.0,1.0));
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// #endif
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-16),0.0)*5.0,1.0));
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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if(entities) sunSSS_density = 0.0;
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