mirror of
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
This commit is contained in:
@ -7,28 +7,20 @@ void GriAndEminShadowFix(
|
||||
float VanillaAO,
|
||||
float SkyLightmap
|
||||
){
|
||||
// #ifdef DISTANT_HORIZONS_SHADOWMAP
|
||||
// float minimumValue = 0.3;
|
||||
// #else
|
||||
float minimumValue = 0.05;
|
||||
// #endif
|
||||
|
||||
float minvalue = 0.007;
|
||||
float DistanceOffset = max(length(WorldPos) * 0.005, minimumValue);
|
||||
|
||||
#ifdef DISTANT_HORIZONS_SHADOWMAP
|
||||
minvalue = 0.035;
|
||||
#endif
|
||||
|
||||
// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
|
||||
// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
|
||||
float shadowResScale = (2048.0/shadowMapResolution) / 4.0;
|
||||
float DistanceOffset = (length(WorldPos)+4.0) * (minvalue + shadowResScale*0.015);
|
||||
|
||||
|
||||
|
||||
vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away.
|
||||
|
||||
vec3 finalBias = Bias;
|
||||
vec3 Bias = FlatNormal * DistanceOffset;
|
||||
|
||||
// stop lightleaking by zooming up, centered on blocks
|
||||
vec2 scale = vec2(0.5); scale.y *= 0.5;
|
||||
vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y);
|
||||
if(SkyLightmap < 0.1) finalBias = mix(Bias, zoomShadow, clamp(VanillaAO*5,0,1));
|
||||
if(SkyLightmap < 0.1) Bias = zoomShadow;
|
||||
|
||||
WorldPos += finalBias;
|
||||
WorldPos += Bias;
|
||||
}
|
Reference in New Issue
Block a user