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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tiny tweak to nether slighting to make it more stable
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@ -469,24 +469,14 @@ void main() {
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// vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
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// vec3 FogColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01) );
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10.0;
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vec3 AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10;
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vec3 up = skyCloudsFromTexLOD2( vec3(0,1,0), colortex4, 6).rgb/10;
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vec3 down = skyCloudsFromTexLOD2(-vec3(0,1,0), colortex4, 6).rgb/10;
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vec3 left = skyCloudsFromTexLOD2( vec3(1,0,0), colortex4, 6).rgb/10;
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vec3 right = skyCloudsFromTexLOD2(-vec3(1,0,0), colortex4, 6).rgb/10;
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vec3 front = skyCloudsFromTexLOD2( vec3(0,0,1), colortex4, 6).rgb/10;
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vec3 back = skyCloudsFromTexLOD2(-vec3(0,0,1), colortex4, 6).rgb/10;
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vec3 zero = vec3(0.0);
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up = mix(zero, up, pow(max( normal.y,0),2));
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down = mix(zero, down, pow(max(-normal.y,0),2));
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left = mix(zero, left, pow(max( normal.x,0),4));
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right = mix(zero, right, pow(max(-normal.x,0),4));
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front = mix(zero, front, pow(max( normal.z,0),4));
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back = mix(zero, back, pow(max(-normal.z,0),4));
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vec3 AmbientLightColor = up + down + left + right + front + back;
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vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10;
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vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 10;
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up *= pow( max( slopednormal.y, 0), 2);
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down *= pow( max(-slopednormal.y, 0), 2);
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AmbientLightColor += up + down;
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// do all ambient lighting stuff
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vec3 Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3, p3 );
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