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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add max distance for biome effects. make border fog cylindrical. Fix compile error on optifine.
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@ -754,12 +754,18 @@ void main() {
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#ifdef OVERWORLD_SHADER
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DirectLightColor = lightCol.rgb/80.0;
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AmbientLightColor = averageSkyCol_Clouds;
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeSunlightColor(DirectLightColor);
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// BiomeSunlightColor(DirectLightColor);
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vec3 biomeDirect = DirectLightColor;
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vec3 biomeIndirect = AmbientLightColor;
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float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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float maxDistance = inBiome * min(max(1.0 - length(feetPlayerPos)/(32*8),0.0)*2.0,1.0);
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DirectLightColor = mix(DirectLightColor, biomeDirect, maxDistance);
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#endif
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AmbientLightColor = averageSkyCol_Clouds;
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vec3 filteredShadow = vec3(1.412,1.0,0.0);
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if (!hand) filteredShadow = texture2D(colortex3,texcoord).rgb;
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@ -845,7 +851,7 @@ void main() {
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vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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if(!hand || !entities) GriAndEminShadowFix(shadowPlayerPos, viewToWorld(FlatNormals), vanilla_AO, lightmap.y, entities);
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vec3 projectedShadowPosition = mat3(shadowModelView) * shadowPlayerPos + shadowModelView[3].xyz;
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