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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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@ -40,8 +40,9 @@ vec3 DoAmbientLightColor(
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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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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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@ -54,7 +55,7 @@ vec3 DoAmbientLightColor(
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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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TorchLight = mix(TorchLight, LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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