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fix missing moonphase uniform
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@ -163,10 +163,10 @@ void main() {
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
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#ifndef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#else
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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#else
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#endif
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// distance fade targeting the world border...
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@ -293,6 +293,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define moonColorB 0.8948 //[0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0 ]
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#define MOONPHASE_BASED_MOONLIGHT
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uniform int moonPhase;
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#if colortype == 1
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#define sunColorBase vec3(sunColorR,sunColorG,sunColorB) * sun_illuminance
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@ -301,7 +302,6 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define sunColorBase blackbody(Sun_temp) * sun_illuminance
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#ifdef MOONPHASE_BASED_MOONLIGHT
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uniform int moonPhase;
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#define phasebrightness (abs(4-moonPhase))
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#define moonlightbrightness (phasebrightness/4.0)
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#define moonColorBase blackbody(Moon_temp) * (moon_illuminance * moonlightbrightness) //Fake Purkinje effect
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