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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
DOUBLE LAYER CLOUD TEST #2. tweaked cloud lighting further. tweaked the sky ground. added gradient to fog skylighting. fix hand bug with bloomy fog.
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@ -6,8 +6,7 @@ const bool colortex5MipmapEnabled = true;
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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@ -54,6 +53,7 @@ uniform sampler2D colortex7; //water?
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uniform sampler2D colortex8; //Specular
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uniform sampler2D colortex9; //Specular
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uniform sampler2D colortex10;
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uniform sampler2D colortex12;
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uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
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@ -507,7 +507,7 @@ vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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void main() {
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vec3 DEBUG =vec3( 1.0);
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vec3 DEBUG = vec3( 1.0);
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////// --------------- SETUP STUFF --------------- //////
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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@ -640,7 +640,7 @@ void main() {
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Background += Sky;
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#ifdef VOLUMETRIC_CLOUDS
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise);
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise_2);
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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@ -793,18 +793,11 @@ void main() {
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}
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#endif
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// #if SSS_TYPE != 0
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// Direct_SSS *= 1.0-clamp(NdotL*Shadows,0,1);
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// #endif
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#ifdef CLOUDS_SHADOWS
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cloudShadow = GetCloudShadow(feetPlayerPos);
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Shadows *= cloudShadow;
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Direct_SSS *= cloudShadow;
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#endif
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#endif
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@ -843,7 +836,6 @@ void main() {
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25 + (1.0-lightmap.y) * 0.75) ;
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AmbientLightColor *= skylight;
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#endif
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#ifdef NETHER_SHADER
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@ -996,6 +988,7 @@ void main() {
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Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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if(lightningBolt) gl_FragData[0].rgb = vec3(77.0, 153.0, 255.0);
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}
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#ifdef OVERWORLD_SHADER
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@ -1028,7 +1021,8 @@ void main() {
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
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}
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#endif
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// gl_FragData[0].rgb = skyCloudsFromTexLOD2(feetPlayerPos_normalized, colortex12, 6).rgb/30;
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// gl_FragData[0].rgb = vec3(hand);
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/* DRAWBUFFERS:3 */
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}
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