mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
Add Null to readme special thanks (Long overdue). fix lit particle brightness misc setting. fix visible precision errors on decoded lightmaps
This commit is contained in:
parent
73a64112ce
commit
14b20cdcfc
@ -5,8 +5,9 @@ i eventually started tweaking the shader, adding settings, breaking stuff, and a
|
|||||||
i wanted to emphasize a varying scene, where the lighting isn't always the same whenever or wherever you are.
|
i wanted to emphasize a varying scene, where the lighting isn't always the same whenever or wherever you are.
|
||||||
|
|
||||||
### SPECIAL THANKS:
|
### SPECIAL THANKS:
|
||||||
+ Chocapic13, for the whole thing
|
+ Chocapic13, for the base shader
|
||||||
+ WoMspace, for doing a DOF overhaul
|
+ WoMspace, for spending alot of time creating a DOF overhaul
|
||||||
|
+ Null, for doing a huge amount of work creating the voxel floodfill colored lighting
|
||||||
+ Emin, and Gri573, for teaching me how to stop alot of light leaking
|
+ Emin, and Gri573, for teaching me how to stop alot of light leaking
|
||||||
+ RRe36 and Sixthsurge, for the great ideas to steal
|
+ RRe36 and Sixthsurge, for the great ideas to steal
|
||||||
### [Want to support me? donate on my patreon](https://www.patreon.com/Xonkmoney)
|
### [Want to support me? donate on my patreon](https://www.patreon.com/Xonkmoney)
|
||||||
|
@ -394,7 +394,7 @@ void main() {
|
|||||||
vec3 MinimumLightColor = vec3(1.0);
|
vec3 MinimumLightColor = vec3(1.0);
|
||||||
|
|
||||||
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
|
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
|
||||||
// if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
|
if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
|
||||||
|
|
||||||
#ifdef OVERWORLD_SHADER
|
#ifdef OVERWORLD_SHADER
|
||||||
directLightColor = lightCol.rgb/80.0;
|
directLightColor = lightCol.rgb/80.0;
|
||||||
|
@ -737,8 +737,7 @@ void main() {
|
|||||||
|
|
||||||
vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
|
vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
|
||||||
vec3 normal = decode(dataUnpacked0.yw);
|
vec3 normal = decode(dataUnpacked0.yw);
|
||||||
vec2 lightmap = dataUnpacked1.yz;//min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
|
vec2 lightmap = min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
|
||||||
|
|
||||||
|
|
||||||
#if defined END_SHADER || defined NETHER_SHADER
|
#if defined END_SHADER || defined NETHER_SHADER
|
||||||
lightmap.y = 1.0;
|
lightmap.y = 1.0;
|
||||||
|
@ -661,7 +661,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
|
|||||||
|
|
||||||
// #define OLD_LIGHTLEAK_FIX
|
// #define OLD_LIGHTLEAK_FIX
|
||||||
|
|
||||||
#define LIT_PARTICLE_BRIGHTNESS 2.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
|
#define LIT_PARTICLE_BRIGHTNESS 1.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
|
||||||
|
|
||||||
|
|
||||||
#define SELECT_BOX
|
#define SELECT_BOX
|
||||||
|
@ -221,8 +221,8 @@ BLISS_SHADERS <empty> \
|
|||||||
|
|
||||||
######## ATMOSPHERICS
|
######## ATMOSPHERICS
|
||||||
|
|
||||||
# screen.Sky_coefficients.columns=1
|
screen.Sky_coefficients.columns=1
|
||||||
# screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
|
screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
|
||||||
|
|
||||||
### CLOUDS
|
### CLOUDS
|
||||||
screen.Clouds.columns = 3
|
screen.Clouds.columns = 3
|
||||||
@ -246,16 +246,6 @@ BLISS_SHADERS <empty> \
|
|||||||
BorderFog PER_BIOME_ENVIRONMENT \
|
BorderFog PER_BIOME_ENVIRONMENT \
|
||||||
RAYMARCH_CLOUDS_WITH_FOG
|
RAYMARCH_CLOUDS_WITH_FOG
|
||||||
|
|
||||||
|
|
||||||
# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
|
|
||||||
# VL_SAMPLES RainFog_amount \
|
|
||||||
# BLOOMY_FOG [TOD_fog] \
|
|
||||||
# FOG_START_HEIGHT [Cave_Fog] \
|
|
||||||
# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
|
|
||||||
# RAYMARCH_CLOUDS_WITH_FOG BorderFog
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
screen.TOD_fog.columns=2
|
screen.TOD_fog.columns=2
|
||||||
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
||||||
|
|
||||||
@ -445,6 +435,10 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
|
|||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
# photon stuff
|
# photon stuff
|
||||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
||||||
|
Loading…
Reference in New Issue
Block a user