mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
reorginized settings.glsl and removed old settings. removed all text descriptions so i can write them in the lang files
This commit is contained in:
@ -20,12 +20,6 @@ flat varying float tempOffsets;
|
||||
|
||||
uniform float eyeAltitude;
|
||||
|
||||
/*
|
||||
const int colortex12Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
|
||||
const int colortex15Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
|
||||
*/
|
||||
|
||||
|
||||
flat varying vec3 zMults;
|
||||
uniform sampler2D colortex0;//clouds
|
||||
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
|
||||
@ -939,10 +933,10 @@ void main() {
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef Sub_surface_scattering
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
|
||||
float sunSSS_density = LabSSS;
|
||||
|
||||
#ifndef RENDER_ENTITY_SHADOWS
|
||||
if(entities) sunSSS_density = 0.0;
|
||||
#endif
|
||||
@ -953,8 +947,6 @@ void main() {
|
||||
if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
if (!hand){
|
||||
|
||||
if (abs(filtered.y-0.1) < 0.0004 && LabSSS < 0.0 ) SSS = vec3(0.0);
|
||||
@ -970,17 +962,12 @@ void main() {
|
||||
if (abs(filtered.y-0.1) < 0.0004 ) SSS *= vec3(Shadows);
|
||||
#endif
|
||||
|
||||
// #else
|
||||
// if (abs(filtered.y-0.1) < 0.0004 && LabSSS > 0.0 ) SSS = clamp((lightmap.y-0.87)*25,0,1) * clamp(pow(1+dot(WsunVec,normal),25),0,1) * vec3(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
SSS *= 1.0-NdotL*Shadows;
|
||||
#endif
|
||||
#else
|
||||
SSS = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef VOLUMETRIC_CLOUDS
|
||||
#ifdef CLOUDS_SHADOWS
|
||||
@ -1151,9 +1138,8 @@ void main() {
|
||||
MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
|
||||
#endif
|
||||
|
||||
// #ifdef LabPBR_Emissives
|
||||
LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
|
||||
// #endif
|
||||
LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
|
||||
|
||||
|
||||
if(lightningBolt) FINAL_COLOR.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0;
|
||||
|
||||
|
Reference in New Issue
Block a user