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https://github.com/X0nk/Bliss-Shader.git
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LIGHTNIGN, FLASHES TOO.. max cloudy fog height,
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@ -737,6 +737,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
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#include "lib/PhotonGTAO.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -818,7 +819,9 @@ void main() {
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bool translucent = abs(dataUnpacked1.w-0.5) <0.01; // Strong translucency
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bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
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bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
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bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
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bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
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@ -995,6 +998,7 @@ void main() {
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
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#endif
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vec3 AO = vec3(1.0);
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vec3 debug = vec3(0.0);
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@ -1120,6 +1124,8 @@ void main() {
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//combine all light sources
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vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting;
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#ifdef Variable_Penumbra_Shadows
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FINAL_COLOR += SSS*DirectLightColor * lightleakfix;
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@ -1135,6 +1141,8 @@ void main() {
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// #ifdef LabPBR_Emissives
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LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
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// #endif
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if(lightningBolt) FINAL_COLOR.rgb += vec3(0.5,0.8,1.0) * 255.0;
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gl_FragData[0].rgb = FINAL_COLOR;
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}
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@ -1161,7 +1169,6 @@ void main() {
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// gl_FragData[0].rgb *= GetCloudSkyOcclusion(p3 + cameraPosition);
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// if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0);
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/* DRAWBUFFERS:3 */
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}
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