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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Better ambient light for the nether. slightly better specular reflection of fog for the end
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@ -8,7 +8,7 @@ const bool colortex5MipmapEnabled = true;
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const bool colortex12MipmapEnabled = true;
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// #ifndef Rough_reflections
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// const bool colortex4MipmapEnabled = true;
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// const bool colortex4MipmapEnabled = true;
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// #endif
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const bool shadowHardwareFiltering = true;
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@ -1057,7 +1057,7 @@ void main() {
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#endif
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AmbientLightColor += (lightningEffect * 10) * skylight * pow(lightmap.y,2);
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#ifndef ambientSSS_view
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
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#else
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@ -1208,6 +1208,8 @@ void main() {
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#endif
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#ifdef Specular_Reflections
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// MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
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vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
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DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);
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