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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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@ -324,7 +324,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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#ifdef PhysicsMod_support
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if(physics_iterationsNormal < 1.0){
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#endif
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float bumpmult = 1.;
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float bumpmult = 1.0;
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vec3 bump = vec3(0);
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vec3 posxz = p3+cameraPosition;
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@ -457,15 +457,12 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec3 reflectedVector = reflect(normalize(fragpos), normal);
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float normalDotEye = dot(normal, normalize(fragpos));
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float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0);
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// float unchangedfresnel = fresnel;
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// snells window looking thing
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if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0);
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#ifdef PhysicsMod_support
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if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#else
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if(isEyeInWater == 1) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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@ -475,8 +472,9 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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// SSR, Sky, and Sun reflections
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#ifdef WATER_BACKGROUND_SPECULAR
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SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 30.0;
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// SkyReflection = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)/
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if(isEyeInWater == 1) SkyReflection = vec3(0.0);
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#endif
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#ifdef WATER_SUN_SPECULAR
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SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, vec3(f0));
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#endif
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