mirror of
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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@ -15,7 +15,7 @@ uniform sampler2D dhDepthTex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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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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@ -77,15 +77,16 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#endif
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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@ -296,7 +297,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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#endif
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@ -369,6 +370,7 @@ void main() {
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#endif
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float z = texture2D(depthtex1,tc).x;
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#ifdef DISTANT_HORIZONS
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float DH_z = texture2D(dhDepthTex1,tc).x;
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#else
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@ -393,23 +395,15 @@ void main() {
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vec3 indirectLightColor = averageSkyCol/30.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
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////////////////////////////////////////////////////////////
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///////////////// IN FRONT OF TRANSLUCENTS /////////////////
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////////////////////////////////////////////////////////////
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
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#endif
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
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#endif
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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//////////////////////////////////////////////////////////
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///////////////// BEHIND OF TRANSLUCENTS /////////////////
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//////////////////////////////////////////////////////////
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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if (isEyeInWater == 1){
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@ -426,5 +420,4 @@ void main() {
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}
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// gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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