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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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@ -6,11 +6,7 @@ flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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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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#endif
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#include "/lib/scene_controller.glsl"
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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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@ -40,6 +36,7 @@ uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/sky_gradient.glsl"
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void main() {
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gl_Position = ftransform();
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@ -56,15 +53,8 @@ void main() {
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
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dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
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#endif
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readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog);
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#endif
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#ifdef NETHER_SHADER
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