mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
small tweak to lightmap fallback for shadowmap
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@ -904,22 +904,8 @@ void main() {
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AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B);
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AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B);
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#endif
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#endif
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shadowColor = DirectLightColor;
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shadowColor = DirectLightColor;
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// #ifdef PER_BIOME_ENVIRONMENT
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// // BiomeSunlightColor(DirectLightColor);
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// vec3 biomeDirect = DirectLightColor;
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// vec3 biomeIndirect = AmbientLightColor;
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// float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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// float maxDistance = inBiome * min(max(1.0 - length(feetPlayerPos)/(32*8),0.0)*2.0,1.0);
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// DirectLightColor = mix(DirectLightColor, biomeDirect, maxDistance);
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// #endif
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bool inShadowmapBounds = false;
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bool inShadowmapBounds = false;
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#endif
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#endif
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@ -952,11 +938,6 @@ void main() {
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Absorbtion = exp(-totEpsilon * max(Vdiff, minimumAbsorbance));
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Absorbtion = exp(-totEpsilon * max(Vdiff, minimumAbsorbance));
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// brighten up the fully absorbed parts of water when night vision activates.
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// if( nightVision > 0.0 ) Absorbtion += exp( -50.0 * totEpsilon) * 50.0 * 7.0 * nightVision;
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// if( nightVision > 0.0 ) Absorbtion += exp( -30.0 * totEpsilon) * 10.0 * nightVision * 10.0;
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// things to note about sunlight in water
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// things to note about sunlight in water
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// sunlight gets absorbed by water on the way down to the floor, and on the way back up to your eye. im gonna ingore the latter part lol
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// sunlight gets absorbed by water on the way down to the floor, and on the way back up to your eye. im gonna ingore the latter part lol
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// based on the angle of the sun, sunlight will travel through more/less water to reach the same spot. scale absorbtion depth accordingly
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// based on the angle of the sun, sunlight will travel through more/less water to reach the same spot. scale absorbtion depth accordingly
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@ -1004,7 +985,8 @@ void main() {
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#ifdef OVERWORLD_SHADER
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#ifdef OVERWORLD_SHADER
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float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0);
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// float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0);
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float LM_shadowMapFallback = min(max(lightmap.y, 0.0),1.0);
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float LightningPhase = 0.0;
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float LightningPhase = 0.0;
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vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);
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vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);
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@ -1344,20 +1326,19 @@ void main() {
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Background *= atmosphereGround;
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Background *= atmosphereGround;
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#endif
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#endif
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vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/1200.0 * Sky_Brightness;
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#ifndef ISOLATE_RESOURCEPACK_SKY
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Background += Sky;
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vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/1200.0 * Sky_Brightness;
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Background += Sky;
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#endif
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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vec3 resourcePackskyBox = skyboxCol * 50.0 * clamp(unsigned_WsunVec.y*255.0,0.1,1.0);
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vec3 resourcePackskyBox = skyboxCol * 50.0 * clamp(unsigned_WsunVec.y*255.0,0.1,1.0);
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#ifdef ISOLATE_RESOURCEPACK_SKY
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#if defined SKY_GROUND && !defined ISOLATE_RESOURCEPACK_SKY
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Background = resourcePackskyBox;
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resourcePackskyBox *= atmosphereGround;
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#else
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#ifdef SKY_GROUND
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resourcePackskyBox *= atmosphereGround;
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#endif
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Background += resourcePackskyBox;
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#endif
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#endif
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Background += resourcePackskyBox;
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#endif
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#endif
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#endif
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#endif
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