mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add bloomy particles misc setting
This commit is contained in:
@ -118,9 +118,9 @@ void main() {
|
||||
#else
|
||||
gl_FragData[0].a = 1.0;
|
||||
#endif
|
||||
|
||||
gl_FragData[1].a = 0.0; // for bloomy rain and stuff
|
||||
|
||||
#ifndef BLOOMY_PARTICLES
|
||||
gl_FragData[1].a = 0.0; // for bloomy rain and stuff
|
||||
#endif
|
||||
vec3 Direct_lighting = vec3(0.0);
|
||||
vec3 Indirect_lighting = vec3(0.0);
|
||||
vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
|
||||
|
@ -312,8 +312,8 @@ void main() {
|
||||
color.rgb = mix(color.rgb, cavefogCol*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
|
||||
}
|
||||
#endif
|
||||
#ifdef END_SHADER
|
||||
|
||||
#ifdef END_SHADER
|
||||
if (isEyeInWater == 0){
|
||||
vec3 hazeColor = vec3(0.3,0.75,1.0) * 0.3;
|
||||
|
||||
@ -321,6 +321,8 @@ void main() {
|
||||
color.rgb = mix(hazeColor, color.rgb, hazeDensity) ;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// underwater fog
|
||||
if (isEyeInWater == 1){
|
||||
float dirtAmount = Dirt_Amount;
|
||||
@ -345,6 +347,7 @@ void main() {
|
||||
// bloomy rain effect
|
||||
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
|
||||
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
|
||||
// if(rainDrops > 0.0) bloomyFogMult *= exp((1.0 - rainDrops) * -0.1);
|
||||
#endif
|
||||
|
||||
/// lava.
|
||||
|
Reference in New Issue
Block a user