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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
removed the "cloud cradle" on the horizon. added fake rayleigh scattering for distant clouds. fixed issue where ambient SSS didnt adjust with ambient brightness. added some requested lights to .properties files. added a "original chocapic sky" misc option. removed stonger sunlight sky absorbtion. tweaked border fog and made it on by default
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@ -112,7 +112,7 @@ void main() {
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// only need to sample one spot for this
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vec3 minimumlight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.003 + nightVision);
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averageSkyCol_Clouds = max(averageSkyCol_Clouds, minimumlight);
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averageSkyCol = max(averageSkyCol, minimumlight);
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averageSkyCol = max(averageSkyCol*PLANET_GROUND_BRIGHTNESS, minimumlight);
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////////////////////////////////////////
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/// --- SUNLIGHT/MOONLIGHT STUFF --- ///
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@ -125,9 +125,8 @@ void main() {
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vec3 skyAbsorb = vec3(0.0);
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sunColor = calculateAtmosphere(vec3(0.0), sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.0);
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sunColor = sunColorBase/4000. * (skyAbsorb*skyAbsorb);
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// skyAbsorb = vec3(1.0);
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// moonColor = calculateAtmosphere(vec3(0.0), -sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.5);
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sunColor = sunColorBase/4000. * skyAbsorb;
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moonColor = moonColorBase/4000.0;
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lightSourceColor = sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis;
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