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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
couple tweaks
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@ -23,7 +23,7 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
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SkyColor += vec3(0.5,0.8,1.0) * 50.0 * skyLightDir * lightningFlash ;
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SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
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// SkyColor += vec3(0.7,0.9,1.0) * skyLightDir * lightningFlash;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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@ -419,4 +419,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
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#define CompSky_G 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_R 0.3 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_G 0.6 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_B 1.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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// #define PhysicsMod_support // CURRENTLY BREAKS THE WHOLE SHADER WITH AMD
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@ -266,7 +266,7 @@ vec4 renderClouds(
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float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 1000.0 * lightningFlash;
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vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 1000.0 * lightningFlash;
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#ifdef Cumulus
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for(int i=0;i<maxIT_clouds;i++) {
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@ -89,13 +89,13 @@ vec4 getVolumetricRays(
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vec3 sunColor = lightCol.rgb / 80.0;
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vec3 skyCol0 = AmbientColor / 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 25.0 * lightningFlash;
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vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#endif
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) * 2 ;
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float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
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skyCol0 += lightningColor * ambfogfade;
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@ -221,13 +221,13 @@ vec4 InsideACloudFog(
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SunCol = SunColor;
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 255.0 * lightningFlash;
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vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#endif
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) * 2 ;
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float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
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Fog_SkyCol += (lightningColor/10) * ambfogfade;
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