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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
intial changes for commit #495
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@ -10,10 +10,11 @@ flat varying vec3 averageSkyCol_Clouds;
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flat varying float exposure;
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#endif
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#if defined Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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@ -49,6 +50,7 @@ void main() {
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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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#ifdef OVERWORLD_SHADER
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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@ -56,11 +58,11 @@ void main() {
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
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dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
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dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
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dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
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#endif
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#endif
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@ -68,7 +70,7 @@ void main() {
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#ifdef NETHER_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 10.0;
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averageSkyCol_Clouds = vec3(0.0);
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#endif
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#ifdef END_SHADER
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@ -78,7 +80,7 @@ void main() {
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#endif
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition) ;
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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