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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 09:52:56 +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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@ -82,7 +82,13 @@ float ld(float dist) {
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vec2 RENDER_SCALE = vec2(1.0);
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#undef LIGHTSOURCE_REFLECTION
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#define NETHERSPECULAR
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#include "/lib/specular.glsl"
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#include "/lib/nether_fog.glsl"
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@ -464,7 +470,9 @@ void main() {
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#ifdef Specular_Reflections
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MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, vec3(SpecularTex.g), albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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// MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, vec3(SpecularTex.g), albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
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DoSpecularReflections(gl_FragData[0].rgb, fragpos, np3, vec3(0.0), specNoise, normal, SpecularTex.r, SpecularTex.g, albedo, vec3(0.0), 1.0, hand);
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#endif
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Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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