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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
few tweaks
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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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