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https://github.com/X0nk/Bliss-Shader.git
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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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@ -105,7 +105,7 @@ uniform int dhRenderDistance;
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#include "/lib/res_params.glsl"
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// #define CLOUDS_INTERSECT_TERRAIN
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uniform float eyeAltitude;
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#include "/lib/volumetricClouds.glsl"
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@ -123,7 +123,10 @@ uniform int dhRenderDistance;
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void main() {
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/* DRAWBUFFERS:0 */
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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@ -141,8 +144,8 @@ void main() {
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
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#endif
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vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0);
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vec3 tesvar = vec3(0.0);
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vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
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gl_FragData[0] = VolumetricClouds;
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#else
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