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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
couple tweaks
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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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