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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add handheld light distance slider. add snells window toggle. remove all traces of physics mod support.
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@ -273,12 +273,6 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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#define PHYSICSMOD_FRAGMENT
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#include "/lib/oceans.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -378,7 +372,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/10,0.0),1.5),0.0,1.0));
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#endif
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vec3 Indirect_lighting = vec3(0.0);
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@ -534,8 +528,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float normalDotEye = dot(normal, normalize(viewPos));
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float fresnel = pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0);
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#ifdef SNELLS_WINDOW
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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