mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
FIX block breaking effect on iris. FIX glowing water in some scenarios,. FIX clouds blipping at the end of a day. IMPROVE hand lighting (better specular and diffuse)
This commit is contained in:
@ -269,7 +269,7 @@ void main() {
|
||||
vec4 TranslucentShader = texture2D(colortex2, texcoord);
|
||||
|
||||
////// --------------- UNPACK MISC --------------- //////
|
||||
float trpData = texture2D(colortex7,texcoord).a;
|
||||
float trpData = texture2D(colortex7, texcoord).a;
|
||||
|
||||
////// --------------- MASKS/BOOLEANS --------------- //////
|
||||
bool iswater = trpData > 0.99;
|
||||
@ -325,12 +325,17 @@ void main() {
|
||||
|
||||
color.rgb = mix(color.rgb, borderFogColor, fog);
|
||||
#endif
|
||||
|
||||
|
||||
if (albedo.a > 0.0 || TranslucentShader.a > 0.0){
|
||||
|
||||
if (TranslucentShader.a > 0.0){
|
||||
#ifdef Glass_Tint
|
||||
if(!iswater) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
|
||||
#ifdef Glass_Tint
|
||||
if(!iswater && TranslucentShader.a > 0.0) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
|
||||
#endif
|
||||
|
||||
// block breaking effect.
|
||||
if(!iswater && TranslucentShader.a <= 0.0) color *= albedo.rgb;
|
||||
|
||||
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
|
||||
|
||||
#ifdef BorderFog
|
||||
@ -438,6 +443,7 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
// color.rgb = vec3(1) * sqrt(texture2D(colortex12,texcoord).a/65000.0);
|
||||
|
||||
|
||||
gl_FragData[0].r = bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
|
||||
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
|
||||
|
Reference in New Issue
Block a user