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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
make twilight forest overworld variant less bright
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@ -10,9 +10,9 @@
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dimension.world0 = minecraft:overworld *
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dimension.world0 = minecraft:overworld *
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dimension.world-1 = minecraft:the_nether
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dimension.world-1 = minecraft:the_nether
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dimension.world1 = minecraft:the_end
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dimension.world1 = minecraft:the_end
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dimension.worldx =
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dimension.worldx =
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# this is using alternate versions of the overworld shader, that have tweaks targeted at specific dimensions
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# this is using alternate versions of the overworld shader, that have tweaks targeted at specific dimensions
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dimension.world0_with_aether_flag = aether:the_aether
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dimension.world0_with_aether_flag = aether:the_aether
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dimension.world0_with_twilight_forest_flag = twilightforest:twilight_forest
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dimension.world0_with_twilight_forest_flag = twilightforest:twilight_forest
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@ -445,6 +445,7 @@ void main() {
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float textureLOD = bias();
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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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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 defined HAND
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if (Albedo.a < 0.1) discard;
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if (Albedo.a < 0.1) discard;
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#endif
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#endif
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@ -640,16 +641,6 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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#ifdef WORLD
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#ifdef WORLD
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// #ifdef Puddles
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// float porosity = 0.4;
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// #ifdef Porosity
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// porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
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// #endif
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// // if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
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// #endif
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// apply noise to lightmaps to reduce banding.
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// apply noise to lightmaps to reduce banding.
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vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
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vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
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vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
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@ -985,8 +985,7 @@ void main() {
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#ifdef OVERWORLD_SHADER
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#ifdef OVERWORLD_SHADER
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// float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0);
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float LM_shadowMapFallback = clamp(lightmap.y, 0.0,1.0);
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float LM_shadowMapFallback = min(max(lightmap.y, 0.0),1.0);
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float LightningPhase = 0.0;
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float LightningPhase = 0.0;
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vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);
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vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);
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@ -132,7 +132,6 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
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#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
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low_sun = 1.5;
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low_sun = 1.5;
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phaseSun = phaseSun * 3.0;
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#endif
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#endif
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for (int i = 0; i < iSteps; ++i, position += increment) {
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for (int i = 0; i < iSteps; ++i, position += increment) {
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