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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -198,7 +198,7 @@ vec4 GetVolumetricFog(
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float dither,
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float dither2
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){
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int SAMPLES = 32;
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int SAMPLES = 16;
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vec3 vL = vec3(0.0);
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float absorbance = 1.0;
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@ -286,7 +286,7 @@ vec4 GetVolumetricFog(
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float AirDensity = 0.002;
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// AirDensity = 0.0;
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vec3 vL1 = vec3(0.5,0.75,1.0);
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vec3 vL1 = vec3(0.5,0.75,1.0) * 0.5;
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// vL1 += Light1 + Light2;
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vL += (vL1 - vL1*exp2(-AirDensity*dd*dL)) * absorbance;
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