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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
make puddles go away in places it shouldnt be
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@ -184,7 +184,12 @@ void main() {
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
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vec4 data_opaque = texture2D(colortex1,texcoord);
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vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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vec2 lightmap = dataUnpacked1.yz;
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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@ -275,11 +280,12 @@ void main() {
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color *= vl.a;
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color += vl.rgb;
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - rainDrops ,0.,1.); // bloomy rain effect
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gl_FragData[0].r = vl.a;
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/// lava.
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