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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
small fix. lower water f0 back to 0.02
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@ -318,7 +318,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float normalDotEye = dot(normals, normalize(pos.xyz));
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float normalDotEye = dot(normals, normalize(pos.xyz));
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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fresnel = mix(0.1, 1.0, fresnel);
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fresnel = mix(0.02, 1.0, fresnel);
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#ifdef SNELLS_WINDOW
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#ifdef SNELLS_WINDOW
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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@ -48,6 +48,8 @@ const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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float pi2wt = PI48*frameTimeCounter;
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attribute vec4 mc_Entity;
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attribute vec4 mc_Entity;
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attribute vec4 mc_midTexCoord;
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uniform int blockEntityId;
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uniform int blockEntityId;
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uniform int entityId;
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uniform int entityId;
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flat varying float blockID;
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flat varying float blockID;
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@ -81,7 +83,6 @@ flat varying int SIGN;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelViewInverse;
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attribute vec4 mc_midTexCoord;
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uniform vec3 cameraPosition;
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uniform vec3 cameraPosition;
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uniform vec2 texelSize;
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uniform vec2 texelSize;
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uniform int framemod8;
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uniform int framemod8;
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@ -386,7 +386,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 bump = normalize(getWaveNormal(posxz, false));
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vec3 bump = normalize(getWaveNormal(posxz, false));
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TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction
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TangentNormal = (bump.xy/5.0)*0.5+0.5; // tangent space normals for refraction
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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normal = normalize(bump * tbnMatrix);
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normal = normalize(bump * tbnMatrix);
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@ -538,7 +538,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef WATER_REFLECTIONS
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#ifdef WATER_REFLECTIONS
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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float f0 = SpecularTex.g;
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@ -44,16 +44,18 @@ uniform sampler2D noisetex; //noise
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex1;
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// uniform sampler2D depthtex2;
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// uniform sampler2D depthtex2;
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#ifdef DISTANT_HORIZONS
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// #ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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uniform sampler2D dhDepthTex1;
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#endif
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// #endif
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uniform sampler2D colortex0; //clouds
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uniform sampler2D colortex0; //clouds
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uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex2; //translucents(rgba)
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uniform sampler2D colortex2; //translucents(rgba)
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uniform sampler2D colortex3; //filtered shadowmap(VPS)
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uniform sampler2D colortex3; //filtered shadowmap(VPS)
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// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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// uniform sampler2D colortex5; //TAA buffer/previous frame
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uniform sampler2D colortex5; //TAA buffer/previous frame
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uniform sampler2D colortex6; //Noise
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uniform sampler2D colortex6; //Noise
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uniform sampler2D colortex7; //water?
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uniform sampler2D colortex7; //water?
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uniform sampler2D colortex8; //Specular
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uniform sampler2D colortex8; //Specular
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