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https://github.com/X0nk/Bliss-Shader.git
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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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@ -129,7 +129,11 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
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#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
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low_sun = 1.5;
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phaseSun = phaseSun * 3.0;
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#endif
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for (int i = 0; i < iSteps; ++i, position += increment) {
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vec3 density = sky_density(length(position));
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@ -741,8 +741,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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// #define OLD_INDIRECT_SSS
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#define DIMENSION_FALLBACK_SHADER 0 // [0 1 2 3]
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///////////////////////////////////////////
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// ----- DISTANT HORIZONS SETTINGS ----- //
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///////////////////////////////////////////
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@ -816,11 +814,14 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#define debug_DEPTHTEX0 9
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#define debug_DEPTHTEX1 10
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#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1]
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#define ISOLATE_RESOURCEPACK_SKY
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#if DEBUG_VIEW == debug_DEPTHTEX0 || DEBUG_VIEW == debug_DEPTHTEX1
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#undef TAA
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#endif
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// fix settings
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#ifdef ISOLATE_RESOURCEPACK_SKY
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#endif
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#ifdef RESPONSIVE_TAA
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#endif
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#ifdef DH_TAA_JITTER
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@ -440,6 +440,11 @@ vec4 GetVolumetricClouds(
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float minHeight = CloudLayer0_height;
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float maxHeight = cloudheight + minHeight;
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#if defined OVERWORLD_SHADER && defined AETHER_FLAG
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minHeight = CloudLayer0_height - 350.0;
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maxHeight = cloudheight + minHeight;
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#endif
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float heightRelativeToClouds = clamp(1.0 - max(cameraPosition.y - minHeight,0.0) / 100.0 ,0.0,1.0);
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#if defined DISTANT_HORIZONS
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