mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
more setup for scene controller, replace old weather stuff with it. fix vignette when entering/exitings water. added a water enter effect
This commit is contained in:
@ -158,14 +158,8 @@ float convertHandDepth_2(in float depth, bool hand) {
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
|
||||
#ifdef Daily_Weather
|
||||
flat varying vec4 dailyWeatherParams0;
|
||||
flat varying vec4 dailyWeatherParams1;
|
||||
#else
|
||||
vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
|
||||
vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
|
||||
#endif
|
||||
|
||||
#include "/lib/scene_controller.glsl"
|
||||
|
||||
#define CLOUDSHADOWSONLY
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
#define CLOUDS_INTERSECT_TERRAIN
|
||||
@ -1346,7 +1340,7 @@ void main() {
|
||||
}
|
||||
|
||||
|
||||
if(translucentMasks > 0.0 && isEyeInWater != 1){
|
||||
if(translucentMasks > 0.0 ){
|
||||
// water absorbtion will impact ALL light coming up from terrain underwater.
|
||||
gl_FragData[0].rgb *= Absorbtion;
|
||||
|
||||
|
Reference in New Issue
Block a user