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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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