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:
@ -306,12 +306,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
#endif
|
||||
|
||||
#ifdef Vanilla_like_water
|
||||
if (iswater > 0.5) {
|
||||
gl_FragData[0].a = luma(Albedo.rgb);
|
||||
if (iswater > 0.95){
|
||||
// gl_FragData[0].a = luma(Albedo.rgb);
|
||||
Albedo = color.rgb * sqrt(luma(Albedo.rgb));
|
||||
}
|
||||
#else
|
||||
if (iswater > 0.9) {
|
||||
if (iswater > 0.95){
|
||||
Albedo = vec3(0.0);
|
||||
gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
|
||||
}
|
||||
@ -468,10 +468,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
vec3 AmbientLightColor = vec3(1.0);
|
||||
#endif
|
||||
|
||||
#ifdef FALLBACK_SHADER
|
||||
vec3 AmbientLightColor = vec3(1.0);
|
||||
#endif
|
||||
|
||||
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
|
||||
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
|
||||
|
Reference in New Issue
Block a user