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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
improve water waves and underwater fog colors. add support for viveCraft hand with the flashlight/handheld light (more vivecraft support is planned for the future). tweak time of day fog labels. clean a little code.
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@ -460,12 +460,9 @@ float SSRT_FlashLight_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, floa
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void Emission(
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inout vec3 Lighting,
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vec3 Albedo,
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float Emission,
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float exposure
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float Emission
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){
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// float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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// if( Emission < 254.5/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
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if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve));
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}
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#include "/lib/indirect_lighting_effects.glsl"
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@ -940,6 +937,7 @@ void main() {
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#else
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float minimumAbsorbance = (1.0 - lightLeakFix);
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#endif
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Absorbtion = exp(-totEpsilon * max(Vdiff, minimumAbsorbance));
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@ -1186,7 +1184,7 @@ void main() {
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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vec3 blockLightColor = doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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vec3 blockLightColor = doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos);
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Indirect_lighting += blockLightColor;
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vec4 flashLightSpecularData = vec4(0.0);
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@ -1305,7 +1303,7 @@ void main() {
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vec3 FINAL_COLOR = (Indirect_lighting + Direct_lighting) * albedo;
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Emission(FINAL_COLOR, albedo, SpecularTex.a, exposure);
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Emission(FINAL_COLOR, albedo, SpecularTex.a);
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if(lightningBolt) FINAL_COLOR = vec3(77.0, 153.0, 255.0);
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