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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Clean specular.glsl and make it easier to use for myself across dimension. make grass brighter in ambient light.
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@ -171,8 +171,6 @@ vec3 Cloud_lighting(
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vec3 moonLighting = exp(MoonShadowing * coeeff/4 + powder) * moonContribution;
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return skyLighting + moonLighting + sunLighting ;
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// return skyLighting;
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}
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@ -193,13 +191,6 @@ float CustomPhase(float LightPos, float S_1, float S_2){
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return A;
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}
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float PhaseHG(float cosTheta, float g) {
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float denom = 1 + g * g + 2 * g * cosTheta;
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const float Inv4Pi = 0.07957747154594766788;
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return Inv4Pi * (1 - g * g) / (denom * sqrt(denom));
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}
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uniform vec3 lightningEffect;
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vec4 renderClouds(
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@ -299,7 +290,6 @@ vec4 renderClouds(
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Sunlight += HighAlt_shadow;
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#endif
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// float phase = PhaseHG(-SdotV, (1.0-cumulus));
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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