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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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@ -38,6 +38,7 @@ uniform int isEyeInWater;
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uniform float rainStrength;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float eyeAltitude;
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uniform float caveDetection;
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#define DHVLFOG
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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@ -397,7 +398,7 @@ void main() {
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor, averageSkyCol_Clouds/30.0);
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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