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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
disallow POM on signs, sample sky color (the one without clouds) to get an average color, it was too blue for me...clean up gbuffer program for my own convenience,
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@ -11,7 +11,6 @@ const bool colortex12MipmapEnabled = true;
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const bool shadowHardwareFiltering = true;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec4 lightCol;
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flat varying vec3 WsunVec;
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@ -295,7 +294,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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#endif
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs ) * 1.5;
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vec3 sunMul = exp(-max(estSunDepth * d,0.0) * waterCoefs);
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vec3 light = (sh * lightSource * phase * sunMul + (ambientMul*ambient) )*scatterCoef;
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@ -994,12 +993,13 @@ void main() {
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float skylight = clamp(abs(ambientCoefs.y + 1.0),0.35,2.0);
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#if indirect_effect == 2 || indirect_effect == 3 || indirect_effect == 4
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if (!hand) skylight = 1.0;
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if (!hand) skylight = 1.0;
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#endif
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// do this to make underwater shading easier.
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vec2 newLightmap = lightmap.xy;
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if((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)) newLightmap.y = min(newLightmap.y+0.1,1.0);
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if((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)) newLightmap.y = clamp(newLightmap.y,0,1);
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@ -1169,8 +1169,8 @@ void main() {
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float custom_lightmap_T = pow(texture2D(colortex14, texcoord).a,1.5);
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vec3 ambientColVol = (averageSkyCol_Clouds * 8./150./1.5) * max(custom_lightmap_T,MIN_LIGHT_AMOUNT*0.001);
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vec3 lightColVol = (lightCol.rgb / 80.) ;
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vec3 ambientColVol = (averageSkyCol_Clouds*8./150./1.5) * max(custom_lightmap_T,MIN_LIGHT_AMOUNT*0.0015);
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vec3 lightColVol = (lightCol.rgb / 80.);
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if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
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}
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