mirror of
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.
This commit is contained in:
@ -442,8 +442,13 @@ void main() {
|
||||
//////////////////////////////// ////////////////////////////////
|
||||
|
||||
#if defined WORLD && defined MC_NORMAL_MAP
|
||||
vec3 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyw;
|
||||
float Heightmap = 1.0 - NormalTex.z;
|
||||
vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyzw;
|
||||
|
||||
#ifdef MATERIAL_AO
|
||||
Albedo.rgb *= NormalTex.b*0.5+0.5;
|
||||
#endif
|
||||
|
||||
float Heightmap = 1.0 - NormalTex.w;
|
||||
|
||||
NormalTex.xy = NormalTex.xy * 2.0-1.0;
|
||||
NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0));
|
||||
@ -455,6 +460,7 @@ void main() {
|
||||
|
||||
gl_FragDepth = toClipSpace3(truePos).z;
|
||||
#endif
|
||||
|
||||
|
||||
if(PHYSICSMOD_SNOW < 1) normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user