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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -117,7 +117,6 @@ float DH_inv_ld (float lindepth){
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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}
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#ifdef OVERWORLD_SHADER
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// uniform sampler2D colortex12;
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@ -280,12 +279,13 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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#ifdef ambientLight_only
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suncol = vec3(0.0);
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#endif
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vec3 cloudDepth = vec3(0.0);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0,cloudDepth);
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sky = sky*clouds.a + clouds.rgb / 5.0;
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sky = mix(dot(sky, vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0, averageSkyCol_Clouds/30.0);
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vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0, averageSkyCol_Clouds/30.0,cloudDepth);
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sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
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