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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.
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@ -10,7 +10,7 @@ flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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// flat varying vec3 zenithColor;
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flat varying vec3 WsunVec;
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// flat varying vec3 WsunVec;
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flat varying vec2 tempOffsets;
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flat varying float exposure;
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@ -46,6 +46,9 @@ vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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@ -133,7 +136,8 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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sky = calculateAtmosphere(averageSkyCol*4000./2.0, viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
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@ -155,7 +159,8 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
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if(viewVector.y < -0.025) sky = sky * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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