mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
redid underwater visuals. more gameplay friendly and looks better.
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@ -252,7 +252,7 @@ void main() {
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
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float bloomyFogMult = 1.0;
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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@ -296,11 +296,21 @@ void main() {
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// underwater fog
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if (isEyeInWater == 1){
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float fogfade = clamp( exp(length(fragpos) / -10) ,0.0,1.0);
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color.rgb = color.rgb * fogfade ;
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vl.a *= fogfade ;
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
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// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
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vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
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fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
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color.rgb *= fogfade ;
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bloomyFogMult *= 0.4;
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}
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// apply VL fog to the scene
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color *= vl.a;
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color += vl.rgb;
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@ -316,7 +326,7 @@ void main() {
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/// powdered snow
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if (isEyeInWater == 3){
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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vl.a = 0.0;
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bloomyFogMult = 0.0;
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}
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// blidnesss
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@ -331,7 +341,7 @@ void main() {
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if(luma(thingy) > 0.0 ) color.rgb = thingy;
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#endif
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gl_FragData[0].r = vl.a; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
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