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https://github.com/X0nk/Bliss-Shader.git
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fix mishandling of cloud shadow related toggles. fix clouds not appearing behind translucent things. remove random spaces from shaders.properties
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@ -1077,11 +1077,10 @@ void main() {
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if(isEyeInWater != 1) SSSColor *= lightLeakFix;
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#ifdef CLOUDS_SHADOWS
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float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
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shadowColor *= cloudShadows;
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SSSColor *= cloudShadow*cloudShadows;
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#endif
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float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
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shadowColor *= cloudShadows;
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SSSColor *= cloudShadow*cloudShadows;
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#endif
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#endif
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@ -1351,16 +1350,13 @@ void main() {
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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}
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// water absorbtion will impact ALL light coming up from terrain underwater.
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gl_FragData[0].rgb *= Absorbtion;
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if(translucentMasks > 0.0 && isEyeInWater != 1){
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// water absorbtion will impact ALL light coming up from terrain underwater.
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gl_FragData[0].rgb *= Absorbtion;
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vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, depthtex1, gl_FragCoord.xy - 1.5, ld(z));
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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}
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