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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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@ -8,14 +8,13 @@ const int colortex2Format = RGBA16F; //forward + transparencies (gbuffer->com
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const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6->final)
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const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
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const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA8; // Specular Texture
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA8; // Specular Texture
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const int colortex9Format = RGBA8; // rain in alpha
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const int colortex10Format = RGBA16; // resourcepack Skies
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const int colortex11Format = RGBA16; // unchanged translucents albedo, alpha and tangent normals
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const int colortex10Format = RGBA16; // resourcepack Skies
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const int colortex11Format = RGBA16; // unchanged translucents albedo, alpha and tangent normals
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const int colortex14Format = RGBA8; // a = skylightmap for translucents.
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const int colortex14Format = RGBA8; // a = skylightmap for translucents.
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const int colortex15Format = RGBA8; // flat normals and vanilla AO
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*/
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@ -28,7 +27,14 @@ const bool colortex4Clear = false;
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const bool colortex5Clear = false;
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const bool colortex6Clear = false;
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const bool colortex7Clear = false;
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const bool colortex8Clear = false;
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const bool colortex9Clear = true;
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const bool colortex10Clear = false;
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const bool colortex11Clear = true;
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const bool colortex12Clear = false;
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const bool colortex13Clear = false;
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const bool colortex14Clear = false;
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const bool colortex15Clear = false;
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#ifdef SCREENSHOT_MODE
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/*
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