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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
combine end and nether shaders into one group of programs. for my own ease of use.
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@ -223,7 +223,11 @@ float cloudVol(in vec3 pos, int LOD){
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}
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mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec4 GetVolumetricFog(
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vec3 fragpos,
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float dither,
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float dither2
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) {
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int SAMPLES = 16;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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@ -250,12 +254,11 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec3 vL = vec3(0.);
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float dL = length(dVWorld);
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vec3 absorbance = vec3(1.0);
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float absorbance = 1.0;
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float expFactor = 11.0;
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vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
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for (int i=0;i<SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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@ -308,7 +311,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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absorbance *= exp(-(density+air)*dd*dL);
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}
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return mat2x3(vL,absorbance);
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return vec4(vL, absorbance);
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}
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float GetCloudShadow(vec3 WorldPos, vec3 LightPos, float noise){
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