mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix missing vertex color. fix particles showing through block entities. improve sampling shape of ssao, ambient SSS, and shadow filtering. remade ambient SSS. temporary patch on DH water SSR. add updated zh_cn translation
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@ -103,9 +103,7 @@ vec3 normVec (vec3 vec){
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void main() {
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/* DRAWBUFFERS:0 */
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#ifdef OVERWORLD_SHADER
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#ifdef VOLUMETRIC_CLOUDS
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize,1.0));
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@ -117,7 +115,4 @@ void main() {
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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}
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