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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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@ -23,6 +23,7 @@ uniform sampler2D noisetex;
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uniform sampler2D colortex12;
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flat varying vec3 WsunVec;
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uniform float sunElevation;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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@ -124,17 +125,20 @@ void main() {
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/* DRAWBUFFERS:0 */
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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float depth = texture2D(depthtex0, halfResTC*texelSize).x;
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// vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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#ifdef DISTANT_HORIZONS
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float DH_depth = texture2D(dhDepthTex, halfResTC*texelSize).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#ifdef CLOUDS_INTERSECT_TERRAIN
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float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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#endif
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
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#endif
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