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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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@ -21,7 +21,7 @@ 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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uniform sampler2D colortex11;
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@ -89,16 +89,16 @@ 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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@ -353,17 +353,13 @@ void main() {
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lightmap.y = 1.0;
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#endif
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float Vdiff = distance(viewPos1, viewPos0) * 2.0;
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float VdotU = playerPos.y;
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float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
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float estimatedSunDepth = estimatedDepth / abs(WsunVec.y); //assuming water plane
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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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// 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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