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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-19 23:57:22 +08:00
few tweaks
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@ -315,9 +315,15 @@ void main() {
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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// specular
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vec3 reflectedVector = reflect(normalize(pos.xyz), normals);
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float fresnel = pow(clamp(1.0 + dot(normals, normalize(pos.xyz)), 0.0, 1.0),5.0);
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float normalDotEye = dot(normals, normalize(pos.xyz));
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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fresnel = mix(0.02, 1.0, fresnel);
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#ifdef SNELLS_WINDOW
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#endif
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#ifdef WATER_REFLECTIONS
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vec4 ssReflections = vec4(0);
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@ -550,7 +550,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 reflectedVector = reflect(normalize(viewPos), normal);
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float normalDotEye = dot(normal, normalize(viewPos));
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float fresnel = pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0);
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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#ifdef SNELLS_WINDOW
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// snells window looking thing
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@ -1203,7 +1203,7 @@ void main() {
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#if DEBUG_VIEW == debug_SHADOWMAP
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vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
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vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow;
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gl_FragData[0].rgb = Normal_Shadowmap * shadowMap;
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gl_FragData[0].rgb = mix(vec3(0.1) * (normal.y * 0.1 +0.9), Normal_Shadowmap, shadowMap);
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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gl_FragData[0].rgb = normal;
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@ -1224,7 +1224,7 @@ void main() {
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#ifdef CLOUDS_INFRONT_OF_WORLD
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gl_FragData[1] = texture2D(colortex2, texcoord);
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if(heightRelativeToClouds > 0.0){
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if(heightRelativeToClouds > 0.0 && !hand){
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gl_FragData[0].rgb = gl_FragData[0].rgb * Clouds.a + Clouds.rgb;
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gl_FragData[1].a = gl_FragData[1].a*Clouds.a*Clouds.a*Clouds.a;
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}
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