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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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@ -305,6 +305,7 @@ uniform float dhFarPlane;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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uniform vec4 entityColor;
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/* RENDERTARGETS:2,7,11,14 */
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void main() {
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if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
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@ -521,6 +522,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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#ifdef ENTITIES
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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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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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