mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add DH overdraw prevention toggle.
This commit is contained in:
@ -80,6 +80,36 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 getSeasonColor( int worldDay ){
|
||||
|
||||
// length of each season in minecraft days
|
||||
// for example, at 1, a season is 1 day long
|
||||
int SeasonLength = 1;
|
||||
|
||||
// loop the year. multiply the season length by the 4 seasons to create a years time.
|
||||
float YearLoop = mod(worldDay + SeasonLength, SeasonLength * 4);
|
||||
|
||||
// the time schedule for each season
|
||||
float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
|
||||
float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
|
||||
float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
|
||||
float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
|
||||
|
||||
// colors for things
|
||||
vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
|
||||
vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
|
||||
vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B);
|
||||
vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
|
||||
|
||||
// lerp all season colors together
|
||||
vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
|
||||
vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
|
||||
vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
|
||||
vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
|
||||
|
||||
// return the final color of the year, because it contains all the other colors, at some point.
|
||||
return SpringToSummer;
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////// DAILY WEATHER //////////////////////////////////
|
||||
|
Reference in New Issue
Block a user