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synced 2024-12-23 01:59:39 +08:00
few tweaks, enable new debug view for filtered stuff
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@ -851,6 +851,7 @@ void main() {
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#else
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float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / shadowDistance,0.0)*5.0,1.0),2.0),2.0);
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#endif
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float shadowMapFalloff2 = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance,far),0.0)*5.0,1.0),2.0),2.0);
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float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
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@ -1036,7 +1037,7 @@ void main() {
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Shadows = shadowMap;
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}
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if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
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if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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#ifdef OLD_LIGHTLEAK_FIX
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if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
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@ -1289,12 +1290,12 @@ void main() {
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gl_FragData[0].rgb = viewPos * 0.001;
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#endif
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// #if DEBUG_VIEW == debug_FILTERED_STUFF
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// vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
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// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
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// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
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// gl_FragData[0].rgb = FilteredDebug;
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// #endif
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#if DEBUG_VIEW == debug_FILTERED_STUFF
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vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
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FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
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FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
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gl_FragData[0].rgb = FilteredDebug;
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#endif
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#ifdef CLOUDS_INFRONT_OF_WORLD
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gl_FragData[1] = texture2D(colortex2, texcoord);
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