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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher
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@ -91,17 +91,17 @@ void main() {
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// gl_Position = toClipSpace3(position);
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normals_and_materials = vec4(normalize(gl_Normal), 1.0);
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normals_and_materials = vec4(mat3(gbufferModelView) * gl_Normal, 1.0);
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gcolor = gl_Color;
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lightmapCoords = gl_MultiTexCoord1.xy;
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#ifdef OVERWORLD_SHADER
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
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@ -112,10 +112,6 @@ void main() {
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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WsunVec2 = lightCol.a * normalize(sunPosition);
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#ifdef TAA_UPSCALING
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