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https://github.com/X0nk/Bliss-Shader.git
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add ambient light that takes clouds into account, clean up Deferred programs, clean up unused texture calls for LUT, make sure fog and stuff are all using the right LUT colors. fix clouds not being in reflections
thats a good days work
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@ -3,6 +3,9 @@
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#include "lib/settings.glsl"
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec4 lightCol;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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@ -69,10 +72,12 @@ void main() {
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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