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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add moonphases that alter the brightness of night. tweak torch and sky lightmap curves a bit
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@ -243,6 +243,7 @@ void main() {
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
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color *= vl.a;
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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@ -256,16 +257,13 @@ void main() {
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#endif
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}
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//cave fog
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//cave fog
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#ifdef Cave_fog
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if (isEyeInWater == 0){
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float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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float fogfade = clamp( exp(clamp( np3.y*0.5 +0.5,0,1) * -6.0) ,0.0,1.0);
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color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor)* clamp( 1.5 - np3.y,0.,1)) ;
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float fogdistfade = clamp( pow(length(fragpos) / far, CaveFogFallOff) ,0.0,1.0);
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float fogfade = clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0);
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color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade + (blueNoise()-0.5)*0.01, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
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// color.rgb = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade ;
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}
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#endif
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@ -276,16 +274,13 @@ void main() {
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vl.a *= fogfade*0.7+0.3 ;
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}
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color *= vl.a;
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color += vl.rgb;
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
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gl_FragData[0].r = vl.a;
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/// lava.
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if (isEyeInWater == 2){
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@ -310,6 +305,7 @@ void main() {
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if(texcoord.x < 0.45 && luma(thingy) > 0.0 ) color.rgb = thingy;
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#endif
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gl_FragData[0].r = vl.a; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
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// gl_FragData[1].rgb = vec3(tangentNormals,0.0);
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