mirror of
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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@ -14,7 +14,7 @@ flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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flat varying float tempOffsets;
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// flat varying float tempOffsets;
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uniform sampler2D colortex4;
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flat varying float exposure;
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@ -44,11 +44,11 @@ void main() {
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// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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#ifdef TAA
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tempOffsets = HaltonSeq2(frameCounter%10000);
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#else
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tempOffsets = 0.0;
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#endif
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// #ifdef TAA
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// tempOffsets = HaltonSeq2(frameCounter%10000);
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// #else
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// tempOffsets = 0.0;
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// #endif
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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@ -56,11 +56,11 @@ void main() {
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0, 0.0);
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dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0, 0.0);
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dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/150.0;
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dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/150.0;
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dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
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dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
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#endif
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#endif
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