mirror of
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.
This commit is contained in:
@ -67,6 +67,7 @@ float phaseCloudFog(float x, float g){
|
||||
return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
|
||||
}
|
||||
uniform ivec2 eyeBrightness;
|
||||
|
||||
vec4 GetVolumetricFog(
|
||||
in vec3 viewPosition,
|
||||
in vec3 sunVector,
|
||||
@ -227,14 +228,31 @@ vec4 GetVolumetricFog(
|
||||
#endif
|
||||
|
||||
vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz);
|
||||
vec3 lighting = DirectLight + indirectLight;// * (lightLevelZero*0.99 + 0.01) + Lightning;
|
||||
vec3 lighting = DirectLight + indirectLight;
|
||||
|
||||
color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance;
|
||||
|
||||
#if defined FLASHLIGHT && defined FLASHLIGHT_FOG_ILLUMINATION
|
||||
vec3 shiftedViewPos = mat3(gbufferModelView)*(progressW-cameraPosition) + vec3(-0.25, 0.2, 0.0);
|
||||
vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos;
|
||||
vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7);
|
||||
#if defined FLASHLIGHT && defined FLASHLIGHT_FOG_ILLUMINATION && !defined VL_CLOUDS_DEFERRED
|
||||
// vec3 shiftedViewPos = mat3(gbufferModelView)*(progressW-cameraPosition) + vec3(-0.25, 0.2, 0.0);
|
||||
// vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos;
|
||||
vec3 shiftedViewPos;
|
||||
vec3 shiftedPlayerPos;
|
||||
float forwardOffset;
|
||||
|
||||
#ifdef VIVECRAFT
|
||||
if (vivecraftIsVR) {
|
||||
forwardOffset = 0.0;
|
||||
shiftedPlayerPos = (progressW - cameraPosition) + ( vivecraftRelativeMainHandPos);
|
||||
shiftedViewPos = shiftedPlayerPos * mat3(vivecraftRelativeMainHandRot);
|
||||
} else
|
||||
#endif
|
||||
{
|
||||
forwardOffset = 0.5;
|
||||
shiftedViewPos = mat3(gbufferModelView)*(progressW-cameraPosition) + vec3(-0.25, 0.2, 0.0);
|
||||
shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos;
|
||||
}
|
||||
|
||||
vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - forwardOffset, 1e-7);
|
||||
float linearDistance = length(shiftedPlayerPos);
|
||||
float shiftedLinearDistance = length(scaledViewPos);
|
||||
|
||||
|
Reference in New Issue
Block a user