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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues
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@ -66,6 +66,9 @@ varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 flatnormal;
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#ifdef LARGE_WAVE_DISPLACEMENT
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varying vec3 shitnormal;
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#endif
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flat varying float exposure;
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@ -580,9 +583,20 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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////////////////////////////////////////////////////////////////////////////////
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vec3 normal = normalMat.xyz; // in viewSpace
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#ifdef LARGE_WAVE_DISPLACEMENT
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if (isWater){
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normal = viewToWorld(normal) ;
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normal.xz = shitnormal.xy;
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normal = worldToView(normal);
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}
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#endif
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vec3 worldSpaceNormal = viewToWorld(normal).xyz;
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vec2 TangentNormal = vec2(0); // for refractions
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
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tangent.y, tangent2.y, normal.y,
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@ -638,7 +652,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(feetPlayerPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#endif
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vec3 Indirect_lighting = vec3(0.0);
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