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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix blocklight and ambient light interactions with rtao/ssgi/gtao. fix atmosphere haze self absorbance. fix cloud lighting during nausea. fix the issue were floodfill handheld lights cannot be toggled off. fix hardocded emission writing to the wrong buffer. fix lighting on translucents/particles in the end/nether
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@ -425,32 +425,34 @@ void main() {
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#endif
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AmbientLightColor = averageSkyCol_Clouds / 30.0;
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#ifdef IS_IRIS
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AmbientLightColor *= 2.5;
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#else
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AmbientLightColor *= 0.5;
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#endif
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Indirect_lighting = doIndirectLighting(AmbientLightColor, MinimumLightColor, lightmap.y);
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#endif
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#ifdef NETHER_SHADER
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AmbientLightColor = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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Indirect_lighting = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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#endif
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#ifdef END_SHADER
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AmbientLightColor = vec3(0.3,0.6,1.0) * 0.5;
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Indirect_lighting = vec3(0.3,0.6,1.0) * 0.5;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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#ifdef IS_LPV_ENABLED
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vec3 lpvPos = GetLpvPosition(feetPlayerPos);
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0);
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