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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -4,13 +4,18 @@ const float LpvBlockPower = 4.0;
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// LPV block brightness scale
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const float LpvBlockBrightness = 2.0;
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float lpvCurve(float values){
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// return pow(values, LpvBlockPower) ;
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return pow(1.0-sqrt(1.0-values),2.0);
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// return values;
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}
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vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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vec4 lpvSample = (frameCounter % 2) == 0
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? texelFetch(texLpv1, lpvPos, 0)
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: texelFetch(texLpv2, lpvPos, 0);
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lpvSample.b = pow(lpvSample.b, LpvBlockPower) * LpvBlockSkyRange.x;
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lpvSample.b = lpvCurve(lpvSample.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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return lpvSample;
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