mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +08:00
added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.
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@ -448,7 +448,9 @@ void main() {
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p3 += gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 FogColor = (gl_Fog.color.rgb / pow(0.00001 + dot(gl_Fog.color.rgb,vec3(0.3333)),1.0) ) * 0.2;
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// vec3 FogColor = (gl_Fog.color.rgb / pow(0.00001 + dot(gl_Fog.color.rgb,vec3(0.3333)),1.0) ) * 0.2;
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// vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
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vec3 FogColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01) );
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// do all ambient lighting stuff
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vec3 Indirect_lighting = DoAmbientLighting_Nether(FogColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3, p3 );
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@ -457,31 +459,9 @@ void main() {
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if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * AO;
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// ScreenSpace_SSS(Indirect_SSS, fragpos, vec2(R2_dither()), FlatNormals);
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// Indirect_lighting *= 1 + SubsurfaceScattering_sky(albedo, Indirect_SSS, LabSSS) * 5;
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vec3 LightColor = LightSourceColor();
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float SdotV = dot(normalize(viewspace_sunvec), normalize(fragpos));
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float OrbMie = max(exp((p3.y - 60) / -30.),0);
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// 0.5 added because lightsources are always high radius.
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float NdotL = clamp( dot(normal,normalize(WsunVec)) + 0.25,0.0,1.0);
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vec3 LightSource = LightColor * NdotL * OrbMie ;
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// LightSource *= rayTraceShadow(worldToView(normalize(-LightPos)), fragpos, interleaved_gradientNoise());
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// LightSource *= GetCloudShadow(p3, WsunVec, blueNoise());
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// finalize
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gl_FragData[0].rgb = Indirect_lighting * albedo;
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// gl_FragData[0].rgb = LightSource * albedo;
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#ifdef Specular_Reflections
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MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, SpecularTex.ggg, albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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