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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add max distance for biome effects. make border fog cylindrical. Fix compile error on optifine.
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@ -175,25 +175,26 @@
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FinalFogColor = mix(FinalFogColor, BiomeColors, Inbiome);
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}
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void BiomeSunlightColor(
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inout vec3 FinalSunlightColor
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){
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// this is a little complicated? lmao
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vec3 BiomeColors = vec3(0.0);
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BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
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BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.5 + snowStorm*0.8;
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BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
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// void BiomeSunlightColor(
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// inout vec3 FinalSunlightColor
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// ){
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// // this is a little complicated? lmao
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// vec3 BiomeColors = vec3(0.0);
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// BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
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// BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.5 + snowStorm*0.8;
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// BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
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// these range 0.0-1.0. they will never overlap.
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float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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// // these range 0.0-1.0. they will never overlap.
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// float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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// interpoloate between normal fog colors and biome colors. the transition speeds are conrolled by the biome uniforms.
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FinalSunlightColor = mix(FinalSunlightColor, FinalSunlightColor * (BiomeColors*0.8+0.2), Inbiome);
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}
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// // interpoloate between normal fog colors and biome colors. the transition speeds are conrolled by the biome uniforms.
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// FinalSunlightColor = mix(FinalSunlightColor, FinalSunlightColor * (BiomeColors*0.8+0.2), Inbiome);
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// }
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void BiomeFogDensity(
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inout vec4 UniformDensity,
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inout vec4 CloudyDensity
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inout vec4 CloudyDensity,
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float maxDistance
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){
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// these range 0.0-1.0. they will never overlap.
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float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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@ -202,9 +203,29 @@
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BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*15 + snowStorm*150;
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BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*255 + snowStorm*255;
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UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome);
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CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome);
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UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome*maxDistance);
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CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome*maxDistance);
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}
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float BiomeVLFogColors(inout vec3 DirectLightCol, inout vec3 IndirectLightCol){
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// this is a little complicated? lmao
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vec3 BiomeColors = vec3(0.0);
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BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
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BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.5 + snowStorm*0.8;
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BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
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// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
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DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
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IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
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// these range 0.0-1.0. they will never overlap.
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float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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return Inbiome;
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}
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#endif
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///////////////////////////////////////////////////////////////////////////////
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@ -213,7 +234,9 @@
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#ifdef TIMEOFDAYFOG
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// uniform int worldTime;
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void TimeOfDayFog(inout float Uniform, inout float Cloudy) {
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void TimeOfDayFog(
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inout float Uniform, inout float Cloudy, float maxDistance
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) {
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float Time = worldTime%24000;
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@ -233,7 +256,7 @@
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeFogDensity(UniformDensity, CloudyDensity); // let biome fog hijack to control densities, and overrride any other density controller...
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BiomeFogDensity(UniformDensity, CloudyDensity, maxDistance); // let biome fog hijack to control densities, and overrride any other density controller...
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#endif
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Uniform *= Morning*UniformDensity.r + Noon*UniformDensity.g + Evening*UniformDensity.b + Night*UniformDensity.a;
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