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Add Null to readme special thanks (Long overdue). fix lit particle brightness misc setting. fix visible precision errors on decoded lightmaps
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@ -5,8 +5,9 @@ i eventually started tweaking the shader, adding settings, breaking stuff, and a
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i wanted to emphasize a varying scene, where the lighting isn't always the same whenever or wherever you are.
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### SPECIAL THANKS:
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+ Chocapic13, for the whole thing
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+ WoMspace, for doing a DOF overhaul
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+ Chocapic13, for the base shader
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+ WoMspace, for spending alot of time creating a DOF overhaul
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+ Null, for doing a huge amount of work creating the voxel floodfill colored lighting
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+ Emin, and Gri573, for teaching me how to stop alot of light leaking
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+ RRe36 and Sixthsurge, for the great ideas to steal
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### [Want to support me? donate on my patreon](https://www.patreon.com/Xonkmoney)
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@ -394,7 +394,7 @@ void main() {
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vec3 MinimumLightColor = vec3(1.0);
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if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
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// if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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#ifdef OVERWORLD_SHADER
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directLightColor = lightCol.rgb/80.0;
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@ -737,8 +737,7 @@ void main() {
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vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
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vec3 normal = decode(dataUnpacked0.yw);
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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
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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
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#if defined END_SHADER || defined NETHER_SHADER
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lightmap.y = 1.0;
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@ -661,7 +661,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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// #define OLD_LIGHTLEAK_FIX
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#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.]
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#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.]
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#define SELECT_BOX
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@ -221,8 +221,8 @@ BLISS_SHADERS <empty> \
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######## ATMOSPHERICS
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# screen.Sky_coefficients.columns=1
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# screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
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screen.Sky_coefficients.columns=1
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screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
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### CLOUDS
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screen.Clouds.columns = 3
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@ -246,16 +246,6 @@ BLISS_SHADERS <empty> \
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BorderFog PER_BIOME_ENVIRONMENT \
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RAYMARCH_CLOUDS_WITH_FOG
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# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
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# VL_SAMPLES RainFog_amount \
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# BLOOMY_FOG [TOD_fog] \
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# FOG_START_HEIGHT [Cave_Fog] \
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# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
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# RAYMARCH_CLOUDS_WITH_FOG BorderFog
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screen.TOD_fog.columns=2
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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
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@ -445,6 +435,10 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
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#endif
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#endif
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# photon stuff
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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