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https://github.com/X0nk/Bliss-Shader.git
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Clean specular.glsl and make it easier to use for myself across dimension. make grass brighter in ambient light.
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@ -83,11 +83,12 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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mat2x3 vL = getVolumetricRays(fract(frameCounter/1.6180339887),mat3(gbufferModelView)*viewVector*1024.,fract(frameCounter/2.6180339887));
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float absorbance = dot(vL[1],vec3(0.22,0.71,0.07));
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mat2x3 vl = getVolumetricRays(fract(frameCounter/1.6180339887),mat3(gbufferModelView)*viewVector*1024.,fract(frameCounter/2.6180339887));
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float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
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gl_FragData[0] = clamp(vec4(vl[0]*0.7,absorbance),0.000001,65000.);
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gl_FragData[0] = vec4(vL[0].rgb * (1.0-absorbance),1.0);
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}
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//Temporally accumulate sky and light values
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