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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
ADD Colored shadows
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@ -147,7 +147,7 @@ vec4 GetVolumetricFog(
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skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
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LightSourcePhased *= mie;
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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float lightleakfix = 1; //clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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@ -194,13 +194,24 @@ vec4 GetVolumetricFog(
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#endif
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float sh = 1.0;
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vec3 sh = vec3(1.0);
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D(shadow, pos).x;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, pos).x);
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if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
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vec4 translucentShadow = texture2D(shadowcolor0, pos.xy);
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if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
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}
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#else
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sh = vec3(shadow2D(shadow, pos).x);
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#endif
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}
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float sh2 = sh;
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// float sh2 = sh;
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#ifdef VL_CLOUDS_SHADOWS
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// if(clamp(progressW.y - CloudLayer1_height,0.0,1.0) < 1.0 && clamp(progressW.y-50,0.0,1.0) > 0.0)
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