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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -149,7 +149,7 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
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#endif
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@ -161,10 +161,6 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
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#ifndef LINES
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