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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix shadowmap blending when DH is enabled. Fix slime not being shiny. add CLOUDS INTERSECT TERRAIN misc setting. make minimum DH overdraw prevention distance 2 chunks
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@ -385,7 +385,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef SNELLS_WINDOW
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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#endif
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#ifdef SCREENSPACE_REFLECTIONS
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vec3 rtPos = rayTrace(reflectedVector, viewPos, interleaved_gradientNoise(), fresnel, false);
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if (rtPos.z < 1.){
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@ -398,13 +397,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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}
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}
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#endif
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#ifdef WATER_BACKGROUND_SPECULAR
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BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0;
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#endif
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#ifdef WATER_SUN_SPECULAR
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SunReflection = Direct_lighting * GGX(normalize(normals), -normalize(viewPos), normalize(WsunVec2), roughness, f0);
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SunReflection = Direct_lighting * GGX(normalize(normals), -normalize(viewPos), normalize(WsunVec2), roughness, f0) * (1.0-Reflections.a);
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#endif
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Reflections_Final = mix(BackgroundReflection, Reflections.rgb, Reflections.a) * fresnel;
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Reflections_Final += SunReflection;
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