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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
make daily weather fully functional (No defaults yet). fix damage effects from randomly happening. fix AO strength slider not function when SSAO is on.
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@ -31,7 +31,6 @@ const bool colortex5MipmapEnabled = true;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec4 lightCol;
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#if Sun_specular_Strength != 0
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#define LIGHTSOURCE_REFLECTION
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#endif
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@ -41,7 +40,6 @@ const bool colortex5MipmapEnabled = true;
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#ifdef NETHER_SHADER
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uniform float nightVision;
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uniform sampler2D colortex4;
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const bool colortex4MipmapEnabled = true;
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uniform vec3 lightningEffect;
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// #define LIGHTSOURCE_REFLECTION
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@ -49,7 +47,6 @@ const bool colortex5MipmapEnabled = true;
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#ifdef END_SHADER
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uniform float nightVision;
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uniform sampler2D colortex4;
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uniform vec3 lightningEffect;
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flat varying float Flashing;
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@ -71,7 +68,7 @@ uniform sampler2D colortex0; //clouds
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uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex2; //translucents(rgba)
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uniform sampler2D colortex3; //filtered shadowmap(VPS)
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// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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uniform sampler2D colortex5; //TAA buffer/previous frame
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uniform sampler2D colortex6; //Noise
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uniform sampler2D colortex7; //water?
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@ -171,6 +168,8 @@ vec3 toScreenSpace(vec3 p) {
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#include "/lib/stars.glsl"
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#ifdef OVERWORLD_SHADER
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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// #define CLOUDS_INTERSECT_TERRAIN
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#endif
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