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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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@ -4,14 +4,17 @@
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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uniform float far;
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uniform float near;
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flat varying vec4 lightCol;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying float tempOffsets;
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uniform float far;
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uniform float near;
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uniform sampler2D depthtex0;
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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@ -92,7 +95,7 @@ void main() {
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vec3 fragpos = toScreenSpace(vec3(halfResTC*texelSize,1));
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vec4 currentClouds = renderClouds(fragpos,vec2(R2_dither(),blueNoise2()), lightCol.rgb/80., moonColor/150., (avgAmbient*2.0)* 8./150./3.);
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vec4 currentClouds = renderClouds(fragpos,vec2(R2_dither(),blueNoise2()), sunColor/80., moonColor/150., (averageSkyCol_Clouds*2.0)* 8./150./3.);
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gl_FragData[0] = currentClouds;
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