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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
add flag for twilight forest and aether dimensions in the overworld shader. remove dimension fallback selection settings (iris cant do that). add a few leaf IDs from twilight forest and aether
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@ -1315,8 +1315,12 @@ void main() {
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
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orbitstar.xy *= rotationMatrix;
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Background += stars(orbitstar) * 10.0 * clamp(-unsigned_WsunVec.y*2.0,0.0,1.0);
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#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
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Background += stars(orbitstar) * 100.0;
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#else
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Background += stars(orbitstar) * 10.0 * clamp(-unsigned_WsunVec.y*2.0,0.0,1.0);
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#endif
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#if !defined ambientLight_only && (RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 0)
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Background += drawSun(dot(unsigned_WsunVec, feetPlayerPos_normalized), 0, DirectLightColor,vec3(0.0));
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@ -1336,11 +1340,14 @@ void main() {
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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vec3 resourcePackskyBox = skyboxCol * 50.0 * clamp(unsigned_WsunVec.y*255.0,0.1,1.0);
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#ifdef SKY_GROUND
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resourcePackskyBox *= atmosphereGround;
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#ifdef ISOLATE_RESOURCEPACK_SKY
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Background = resourcePackskyBox;
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#else
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#ifdef SKY_GROUND
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resourcePackskyBox *= atmosphereGround;
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#endif
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Background += resourcePackskyBox;
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#endif
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Background += resourcePackskyBox;
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#endif
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#endif
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@ -529,12 +529,12 @@ void main() {
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vec3 indirectLightColor = averageSkyCol / 1200.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0;
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float cloudPlaneDistance = 0.0;
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float THINGY = 0;
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#if defined OVERWORLD_SHADER
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// z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x;
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// viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
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vec4 VolumetricClouds = GetVolumetricClouds(viewPos0, BN, WsunVec, directLightColor, indirectLightColor, cloudPlaneDistance);
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THINGY = cloudPlaneDistance-length(playerPos);
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#ifdef CAVE_FOG
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float skyhole = pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection;
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@ -575,14 +575,5 @@ void main() {
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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// gl_FragData[0] = clamp(vec4(vec3(cloudPlaneDistance/1000.0),0), 0.0, 65000.0);
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//
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// vec4 currentFrame = VolumetricFog;
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// vec4 previousFrame = texture2D(colortex10, gl_FragCoord.xy * texelSize);
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// vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos0, z0 >= 1.0, VolumetricFog);
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// gl_FragData[1] = temporallyFilteredVL;
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}
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@ -427,9 +427,6 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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#endif
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//Temporally accumulate sky and light values
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vec3 frameHistory = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 currentFrame = gl_FragData[0].rgb*150.;
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@ -158,6 +158,8 @@ void main() {
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vec3 minimumlight = vec3(1.0) * 0.01 * MIN_LIGHT_AMOUNT + nightVision * 0.05;
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averageSkyCol_Clouds = max(normalize(averageSkyCol_Clouds + 1e-6) * min(luma(averageSkyCol_Clouds) * 3.0,2.5),0.0);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + minimumlight;
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////////////////////////////////////////
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/// --- SUNLIGHT/MOONLIGHT STUFF --- ///
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@ -178,6 +180,11 @@ void main() {
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#endif
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#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
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lightSourceColor = vec3(0.0);
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moonColor = vec3(0.0);
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#endif
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//////////////////////////////////
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/// --- WEATHER PARAMETERS --- ///
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//////////////////////////////////
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