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.
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@ -37,11 +37,6 @@ const bool colortex5MipmapEnabled = true;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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uniform float nightVision;
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// #define LIGHTSOURCE_REFLECTION
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#endif
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uniform sampler2D noisetex; //noise
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uniform sampler2D depthtex1; //depth
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@ -624,7 +619,7 @@ void main() {
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vec2 bnoise = blueNoise(gl_FragCoord.xy).rg;
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int seed = (frameCounter%40000) + frameCounter*2;
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float noise = fract(R2_samples(seed).y + bnoise.y);
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float noise_2 = blueNoise();
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float noise_2 = R2_dither();
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vec2 tempOffset = TAA_Offset;
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vec3 viewPos = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5,z));
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@ -643,7 +638,7 @@ void main() {
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vec3 normal = decode(dataUnpacked0.yw);
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vec2 lightmap = dataUnpacked1.yz;
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#ifndef OVERWORLD_SHADER
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#if defined END_SHADER || defined NETHER_SHADER
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lightmap.y = 1.0;
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#endif
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@ -700,9 +695,7 @@ void main() {
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float NdotL = 1.0;
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#ifdef OVERWORLD_SHADER
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#ifndef ambientLight_only
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DirectLightColor = lightCol.rgb/80.0;
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#endif
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DirectLightColor = lightCol.rgb/80.0;
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeSunlightColor(DirectLightColor);
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@ -754,15 +747,6 @@ void main() {
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#if defined NETHER_SHADER || defined END_SHADER
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gl_FragData[0].rgb = vec3(0);
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#endif
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#ifdef FALLBACK_SHADER
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vec3 Background = vec3(0.5,0.3,1.0)*0.025;
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Background += vec3(0.8,1.0,0.5) * 0.5 * pow(normalize(-feetPlayerPos_normalized).y*0.5+0.5,3.0);
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Background += stars(feetPlayerPos_normalized) * 100.0 * pow(normalize(feetPlayerPos_normalized).y*0.5+0.5,3.0);
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gl_FragData[0].rgb = clamp(Background, 0.0, 65000.);
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#endif
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} else {
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@ -829,8 +813,7 @@ void main() {
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for(int i = 0; i < samples; i++){
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// vec2 offsetS = SpiralSample(i, 7, 8, noise)*0.5;
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vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
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vec2 offsetS = tapLocation_simple(i, 7, 9, noise_2) * 0.5;
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float isShadow = shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, smallbias) ).x;
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Shadows += isShadow/samples;
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@ -965,10 +948,6 @@ 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), lightmap.xy);
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// Indirect_lighting += LightningFlashLighting;
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@ -1050,14 +1029,14 @@ void main() {
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#endif
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//////////////////////////////// SKY SSS ////////////////////////////////
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#ifdef Ambient_SSS
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#if defined Ambient_SSS && defined OVERWORLD_SHADER
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if (!hand){
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#if indirect_effect != 1
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SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
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#endif
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vec3 ambientColor = (AmbientLightColor / 30.0) * 2.5;
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vec3 ambientColor = (averageSkyCol_Clouds / 10.0);
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float skylightmap = pow(lightmap.y,3);
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Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
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