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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
hand shaped hole in bloom when TAAU is on
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@ -308,13 +308,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef Vanilla_like_water
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if (iswater > 0.95){
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// gl_FragData[0].a = luma(Albedo.rgb);
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Albedo = color.rgb * sqrt(luma(Albedo.rgb));
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Albedo *= sqrt(luma(Albedo));
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// Albedo = toLinear( gl_FragData[0].rgb * sqrt(luma(gl_FragData[0].rgb)));
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}
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#else
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if (iswater > 0.95){
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Albedo = vec3(0.0);
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gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
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gl_FragData[0].a = 1.0/255.0;
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}
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#endif
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@ -454,6 +454,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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// float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + viewToWorld(normal).y, 0.25) * 1.35;
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// Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
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#endif
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#ifdef NETHER_SHADER
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@ -475,6 +477,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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// Albedo = Albedo * exp2( (clamp(-dot(normal, normalize(viewPos)),0.0,1.0)) * -10.0);//pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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@ -496,7 +499,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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roughness = 0.0;
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// f0 = 0.9;
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if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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@ -509,8 +515,6 @@ 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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// float fresnel = exp(clamp(0.0 - dot(normal, normalize(viewPos)), 0.0, 1.0) * -5);
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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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