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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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@ -1,6 +1,7 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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// uniform int dhRenderDistance;
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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@ -145,7 +146,8 @@ void main() {
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}
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// maximum control of color and luminance
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vec3 minimumlight = vec3(0.5,0.75,1.0) * (MIN_LIGHT_AMOUNT*0.001 + nightVision);
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// vec3 minimumlight = vec3(0.5,0.75,1.0) * (MIN_LIGHT_AMOUNT*0.001 + nightVision);
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vec3 minimumlight = vec3(0.5,0.75,1.0) * nightVision;
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averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.3), minimumlight);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS, minimumlight);
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@ -251,7 +253,10 @@ void main() {
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float targetrodExposure = max(0.012/log2(avgL2+1.002)-0.1,0.0)*1.2;
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exposure = max(targetExposure*EXPOSURE_MULTIPLIER, 0);
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exposure = max(targetExposure*EXPOSURE_MULTIPLIER, 0.0);
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// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
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// exposure = 1;
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float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)).r);
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centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
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centerDepth = centerDepth * centerDepth * 65000.0;
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