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https://github.com/X0nk/Bliss-Shader.git
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dither cloud intersection threshold to avoid silhouettes. make snells window only apply to water.
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@ -14,12 +14,13 @@ uniform float nightVision;
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uniform vec2 texelSize;
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uniform int framemod8;
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uniform float far;
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#if DOF_QUALITY == 5
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uniform int hideGUI;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float screenBrightness;
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uniform float far;
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#include "/lib/bokeh.glsl"
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#endif
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@ -32,7 +33,6 @@ uniform int framemod4_DH;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform float far;
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uniform mat4 dhProjection;
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uniform vec3 cameraPosition;
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@ -1291,7 +1291,7 @@ void main() {
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vec3 specularNormal = normal;
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if (dot(normal, (feetPlayerPos_normalized)) > 0.0) specularNormal = FlatNormals;
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FINAL_COLOR = specularReflections(viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, specularNormal, SpecularTex.r, SpecularTex.g, albedo, FINAL_COLOR, shadowColor, lightmap.y, hand, isWater || (!isWater && isEyeInWater == 1), flashLightSpecularData);
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FINAL_COLOR = specularReflections(viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, specularNormal, SpecularTex.r, SpecularTex.g, albedo, FINAL_COLOR, shadowColor, lightmap.y, hand, flashLightSpecularData);
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#endif
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gl_FragData[0].rgb = FINAL_COLOR;
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@ -1350,10 +1350,11 @@ void main() {
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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}
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// water absorbtion will impact ALL light coming up from terrain underwater.
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gl_FragData[0].rgb *= Absorbtion;
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if(translucentMasks > 0.0 && isEyeInWater != 1){
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// water absorbtion will impact ALL light coming up from terrain underwater.
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gl_FragData[0].rgb *= Absorbtion;
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vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, depthtex1, gl_FragCoord.xy - 1.5, ld(z));
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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