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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix warden glowy parts
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@ -941,7 +941,7 @@ void main() {
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#ifdef Variable_Penumbra_Shadows
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SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ;
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SSS *= DirectLightColor;
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if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
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#endif
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@ -1053,7 +1053,7 @@ void main() {
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#if indirect_effect != 1
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ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf);
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#endif
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Indirect_lighting += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3) * pow(1.0-clamp(abs(ambientCoefs.y+0.5),0.0,1.0),0.1) ;
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SSS += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3) * pow(1.0-clamp(abs(ambientCoefs.y+0.5),0.0,1.0),0.1) ;
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// Indirect_lighting += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3);
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}
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#endif
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@ -1133,13 +1133,8 @@ void main() {
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Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
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//combine all light sources
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vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting;
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vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting + SSS;
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#ifdef Variable_Penumbra_Shadows
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FINAL_COLOR += SSS*DirectLightColor * lightleakfix;
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#endif
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#ifndef ambientSSS_view
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FINAL_COLOR *= albedo;
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#endif
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