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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +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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@ -24,6 +24,7 @@ uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex11;
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uniform sampler2D colortex14;
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flat varying vec3 WsunVec;
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@ -319,6 +320,15 @@ void main() {
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
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#ifdef BIOME_TINT_WATER
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// yoink the biome tint written in this buffer for water only.
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if(iswater){
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vec2 translucentdata = texture2D(colortex11,tc).gb;
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vec3 wateralbedo = normalize(vec3(decodeVec2(translucentdata.x),decodeVec2(translucentdata.y).x)+0.00001) * 0.5 + 0.5;
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scatterCoef = dirtAmount * wateralbedo / 3.14;
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}
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#endif
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vec3 directLightColor = lightCol.rgb/80.0;
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vec3 indirectLightColor = averageSkyCol/30.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
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@ -350,9 +360,9 @@ void main() {
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indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
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indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * TorchBrightness_autoAdjust * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * 2.0;
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// indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
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// float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
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// indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * TorchBrightness_autoAdjust * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * 2.0;
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vec4 VolumetricFog2 = vec4(0,0,0,1);
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#ifdef OVERWORLD_SHADER
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