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intial changes for commit #495
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@ -122,7 +122,6 @@
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///////////////////////////// BIOME SPECIFICS /////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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uniform float nightVision;
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uniform float isJungles;
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uniform float isSwamps;
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@ -144,7 +143,7 @@
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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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BiomeColors *= max(dot(FinalFogColor,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
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BiomeColors *= max(dot(FinalFogColor,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025);
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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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@ -184,8 +183,8 @@
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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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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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DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
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IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
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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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