mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
FIX cloud flicker issue. FIX red hurt effect missing for translucent entities. FIX line on water edges. FIX RTAO/SSGI being super dark. IMPROVE cloud lighting and shapes. ADD toggle to use quarter res depth with rtao/ssgi.UPDATE zh_ch.lang file
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@ -261,12 +261,13 @@ vec4 texture2D_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy,
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bool ifPOM
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bool ifPOM,
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float LOD
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){
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if(ifPOM){
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}else{
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return texture2D(sampler, lightmapCoord, bias());
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return texture2D(sampler, lightmapCoord, LOD);
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}
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}
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@ -404,8 +405,8 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ALBEDO ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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float textureLOD = bias();
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
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#if defined HAND
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if (Albedo.a < 0.1) discard;
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@ -467,7 +468,7 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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#if defined WORLD && defined MC_NORMAL_MAP
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vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyzw;
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vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD).xyzw;
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#ifdef MATERIAL_AO
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Albedo.rgb *= NormalTex.b*0.5+0.5;
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@ -495,7 +496,7 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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#ifdef WORLD
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vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
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vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM,textureLOD);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.02);
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@ -546,8 +547,7 @@ void main() {
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// hit glow effect...
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#ifdef ENTITIES
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Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, entityColor.a);
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gl_FragData[2].a = mix(gl_FragData[2].a, 0.25, clamp(entityColor.a*5,0,1));
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Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
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#endif
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//////////////////////////////// ////////////////////////////////
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