mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
make roughness threshold harder to see
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@ -272,6 +272,7 @@ void main() {
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float Puddle_shape = 0.;
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#ifndef ENTITIES
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#ifndef HAND
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#ifdef WORLD
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#ifdef Puddles
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Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.015 * Puddle_Size) ).b ,5)),0,1)) * lightmap ;
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@ -280,6 +281,7 @@ void main() {
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#endif
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#endif
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#endif
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#endif
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#ifdef POM
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@ -492,7 +494,7 @@ void main() {
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vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, bias);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.02);
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// #ifdef ENTITIES
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// if(NameTags == 1) SpecularTex = vec4(0.0);
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