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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -1,6 +1,5 @@
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uniform float noPuddleAreas;
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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@ -40,7 +39,7 @@ float cloudVol(in vec3 pos, float maxDistance ){
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if(sandStorm > 0 || snowStorm > 0) CloudyFog = mix(CloudyFog, max(densityAtPosFog((samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*10) * 100.0 ) - 0.2,0.0) * heightlimit, sandStorm+snowStorm);
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#endif
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TimeOfDayFog(UniformFog, CloudyFog, maxDistance);
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TimeOfDayFog(UniformFog, CloudyFog, maxDistance, dailyWeatherParams0.a, dailyWeatherParams1.a);
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float noise = densityAtPosFog(samplePos * 12.0);
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float erosion = 1.0-densityAtPosFog(samplePos2 * (125 - (1-pow(1-noise,5))*25));
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