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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
make lit particles brighter
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@ -160,8 +160,13 @@ void main() {
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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vec3 Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lmtexcoord.zw,0.0,1.0), 5.0);
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#ifdef LIT
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Torch_Color *= 2.0;
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#endif
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vec3 Indirect_lighting = DoAmbientLighting(AmbientLightColor, Torch_Color, clamp(lmtexcoord.zw,0.0,1.0), 5.0);
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// gl_FragData[0].a = TEXTURE.a;
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