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Add option to use the old style of light leak fixing using the lightmap
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@ -852,7 +852,11 @@ void main() {
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DirectLightColor = vec3(0.0);
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DirectLightColor = vec3(0.0);
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#endif
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#endif
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if(hand) DirectLightColor *= max(eyeBrightnessSmooth.y,0)/240.;
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#ifdef OLD_LIGHTLEAK_FIX
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DirectLightColor *= pow(clamp(eyeBrightnessSmooth.y/240. + lightmap.y,0.0,1.0),2.0);
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#else
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if(hand) DirectLightColor *= pow(clamp(eyeBrightnessSmooth.y/240. + lightmap.y,0.0,1.0),2.0);
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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@ -437,3 +437,5 @@ uniform int moonPhase;
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#define Lightning_R 0.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_R 0.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_G 0.6 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_G 0.6 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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// #define OLD_LIGHTLEAK_FIX
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@ -65,7 +65,7 @@ PhysicsMod_support [LabPBR]
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######## LIGHTING
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######## LIGHTING
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### DIRECT LIGHT
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### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light.columns=1
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance OLD_LIGHTLEAK_FIX
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screen.Shadows.columns=1
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screen.Shadows.columns=1
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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