mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
more setup for scene controller, replace old weather stuff with it. fix vignette when entering/exitings water. added a water enter effect
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@ -154,16 +154,11 @@ uniform float nightVision;
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uniform sampler2DShadow shadowtex0;
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uniform sampler2DShadow shadowtex1;
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#endif
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flat varying vec3 refractedSunVec;
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#else
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vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
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vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
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#endif
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#include "/lib/scene_controller.glsl"
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// uniform int dhRenderDistance;
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@ -479,6 +474,7 @@ vec4 raymarchTest(
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return vec4(color, totalAbsorbance);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -565,7 +561,6 @@ void main() {
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// VolumetricFog = raymarchTest2(viewPos0, BN.x);
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// VolumetricFog = raymarchTest(viewPos0, BN);
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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}
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