mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues
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d47eb2776f
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@ -389,6 +389,10 @@ void main() {
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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#if defined HAND
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if (Albedo.a < 0.1) discard;
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#endif
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if(LIGHTNING > 0) Albedo = vec4(1);
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// float ENDPORTAL_EFFECT = 0.0;
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@ -190,7 +190,6 @@ void main() {
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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/////// ----- COLOR STUFF ----- ///////
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color = gl_Color;
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@ -492,7 +492,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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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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if (iswater > 0.0){
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if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = vec3(0.0);
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@ -560,6 +560,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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} else {
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gl_FragData[0].rgb = FinalColor;
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}
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#else
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gl_FragData[0].rgb = FinalColor;
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#endif
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@ -3,6 +3,8 @@ varying vec2 texcoord;
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uniform sampler2D texture;
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flat varying float exposure;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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@ -60,8 +62,8 @@ void main() {
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#endif
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#ifdef ENCHANT_GLINT
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vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) * Albedo.a;
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vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) / clamp(exposure,0.01,1.0);
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gl_FragData[0] = vec4(GlintColor, Albedo.a * 0.1);
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gl_FragData[0] = vec4(GlintColor , Albedo.a * 0.1);
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#endif
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}
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@ -22,15 +22,32 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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uniform sampler2D colortex4;
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flat varying float exposure;
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void main() {
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#if defined ENCHANT_GLINT || defined SPIDER_EYES
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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#else
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gl_Position = ftransform();
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#endif
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texcoord = (gl_MultiTexCoord0).xy;
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#ifdef ENCHANT_GLINT
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@ -1018,7 +1018,6 @@ void main() {
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}
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#endif
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// gl_FragData[0].rgb = vec3(1) ;
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/* DRAWBUFFERS:3 */
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@ -7,6 +7,7 @@ flat varying vec2 TAA_Offset;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex2;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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@ -17,12 +18,14 @@ uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex8;
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uniform sampler2D colortex9;
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uniform sampler2D colortex10;
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uniform sampler2D colortex11;
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uniform sampler2D colortex13;
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uniform sampler2D colortex15;
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uniform vec2 texelSize;
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flat varying vec3 noooormal;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 WsunVec;
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@ -262,6 +265,7 @@ void main() {
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
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#endif
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@ -344,4 +348,5 @@ void main() {
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gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
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}
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@ -3,6 +3,7 @@ varying vec2 texcoord;
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flat varying vec3 zMults;
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uniform float far;
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uniform float near;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -10,6 +11,7 @@ uniform float near;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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zMults = vec3(1.0/(far * near),far+near,far-near);
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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@ -164,7 +164,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define RainFog_amount 3 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
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#define BLOOMY_FOG 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
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#define BLOOMY_FOG 1.5 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
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#define BLOOM_STRENGTH 4.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0]
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#define Cave_fog
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@ -22,7 +22,7 @@ dynamicHandLight=true
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oldLighting=false
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separateAo = true
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particles.before.deferred = true
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# particles.before.deferred = true
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rain.depth = false
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beacon.beam.depth = true
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@ -32,31 +32,35 @@ program.composite4.enabled = TAA_UPSCALING
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_armor_glint = ONE ONE ONE ONE
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blend.gbuffers_weather = ONE ONE ONE ONE
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blend.gbuffers_skytextured = ONE ONE ONE ONE
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_damagedblock = ONE ONE ONE ONE
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# Disable blending
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blend.gbuffers_hand = off
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blend.gbuffers_block = off
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blend.gbuffers_basic = off
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blend.gbuffers_entities = off
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blend.gbuffers_armor_glint = off
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blend.gbuffers_beaconbeam = off
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blend.gbuffers_armor_glint = off
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blend.gbuffers_water.colortex11 = off
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blend.composite.colortex12 = off
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# Alpha test
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alphaTest.shadow = GREATER 0.1
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alphaTest.gbuffers_entities = GREATER 0.01
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alphaTest.gbuffers_entities = GREATER 0.1
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alphaTest.gbuffers_armor_glint=false
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alphaTest.gbuffers_weather=false
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@ -185,7 +189,12 @@ PhysicsMod_support [LabPBR]
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### FOG
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screen.Fog.columns=2
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screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog BorderFog [Cave_Fog] [NETHER_END_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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BorderFog [Cave_Fog] \
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Cloud_Fog PER_BIOME_ENVIRONMENT
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screen.TOD_fog.columns=2
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@ -337,7 +346,7 @@ uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlas
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###################################
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# in seconds
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variable.int.BiomeTransitionTime = 30
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variable.int.BiomeTransitionTime = 60
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#ifdef SWAMP_ENV
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uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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