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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix hardcoded ambient light skylight direction being used when rtao/ssgi are enabled. remove skylight direction as lightmap falls off for all AO effects.. bring back lightning flash effect on the world
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@ -825,15 +825,17 @@ void main() {
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///////////////////////////// INDIRECT LIGHTING /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////
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#ifdef OVERWORLD_SHADER
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#if defined OVERWORLD_SHADER && (indirect_effect == 0 || indirect_effect == 1)
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vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1));
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float SkylightDir = ambientcoefs.y*1.5;
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if(isGrass) SkylightDir = 1.25;
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25) ;
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25 + (1.0-lightmap.y) * 0.75) ;
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AmbientLightColor *= skylight;
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#endif
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#ifdef NETHER_SHADER
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@ -852,9 +854,10 @@ void main() {
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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// Indirect_lighting += LightningFlashLighting;
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#ifdef OVERWORLD_SHADER
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Indirect_lighting += LightningFlashLighting;
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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@ -257,6 +257,8 @@ void ApplySSRT(
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#ifdef OVERWORLD_SHADER
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if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
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rayDir.y = mix(-1.0,rayDir.y, lightmaps.y*lightmaps.y);
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skycontribution = (skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 10.0) * Lighting.a + Lighting.rgb;
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#else
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skycontribution = (skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 10.0) * Lighting.a + Lighting.rgb;
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@ -267,7 +269,7 @@ void ApplySSRT(
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if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
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#endif
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skycontribution = skylightcolor * (max(rayDir.y,0.0)*0.9+0.1) + Lighting.rgb;
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skycontribution = skylightcolor * (max(rayDir.y,pow(1.0-lightmaps.y,2))*0.9+0.1) + Lighting.rgb;
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#if indirect_effect == 4
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skycontribution2 = skylightcolor + Lighting.rgb;
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@ -261,13 +261,6 @@ vec4 renderClouds(
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#ifdef Cumulus
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// float shadowStepSize[3] = float[](
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// 0.05,
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// 0.25 + Dither.y*0.1,
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// 0.50 + Dither.y*0.1
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// );
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for(int i=0;i<maxIT_clouds;i++) {
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// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
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