mirror of
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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@ -69,15 +69,44 @@ vec3 DoAmbientLightColor(
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
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}
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// this is dumb, and i plan to remove it eventually...
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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vec3 playerPos,
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vec3 lpvPos,
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float Exposure,
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vec2 Lightmap,
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vec3 TorchColor
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){
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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// do torch lighting
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float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ;
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vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ;
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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vec4 lpvSample = SampleLpvLinear(lpvPos);
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vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
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// i gotchu
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float fadeLength = 10.0; // in blocks
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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return vec4(TorchLight, skyLM);
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}
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@ -296,8 +296,12 @@ void ApplySSRT(
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vec3 viewPos,
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vec3 normal,
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vec3 noise,
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vec3 playerPos,
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vec3 lpvPos,
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float Exposure,
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vec2 lightmaps,
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vec3 skylightcolor,
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vec3 torchcolor,
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@ -315,7 +319,7 @@ void ApplySSRT(
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vec3 skycontribution2 = vec3(0.0);
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// rgb = torch color * lightmap. a = sky lightmap.
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vec4 Lighting = RT_AmbientLight(torchcolor, lightmaps);
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vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
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skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
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for (int i = 0; i < nrays; i++){
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@ -132,6 +132,8 @@ const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.
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#define RENDER_ENTITY_SHADOWS
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#define RENDER_PLAYER_SHADOWS
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#define SCREENSPACE_CONTACT_SHADOWS
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#define Variable_Penumbra_Shadows
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@ -746,4 +748,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#if DH_KNOWN_ISSUES == 0
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#endif
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#ifdef PARTICLE_RENDERING_FIX
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#endif
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#ifdef RENDER_PLAYER_SHADOWS
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#endif
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