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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -384,7 +384,7 @@ void main() {
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#endif
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#endif
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float vanilla_AO = normalAndAO.a;
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float vanilla_AO = clamp(normalAndAO.a,0,1);
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normalAndAO.a = clamp(pow(normalAndAO.a*5,4),0,1);
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@ -406,7 +406,7 @@ void main() {
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p3 += gbufferModelViewInverse[3].xyz;
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// do all ambient lighting stuff
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vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
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vec3 Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3) ;
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// Indirect_lighting = vec3(TORCH_R,TORCH_G,TORCH_B) * curveinvert(clamp(lightmap.x,0.0,1.0),2);
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@ -459,9 +459,9 @@ void main() {
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if(!hand) gl_FragData[0].rgb *= ssao(fragpos,noise,FlatNormals) * AO;
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// if(lightningBolt) albedo.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) ;
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LabEmission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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if(lightningBolt) gl_FragData[0].rgb = LightColor * 10 ;
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