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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling
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@ -42,7 +42,7 @@
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block.10008 = minecraft:grass_block:snowy=false
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block.10008 = minecraft:grass_block:snowy=false
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####### ----- lightsources ----- #######
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####### ----- lightsources ----- #######
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block.10005 = minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:blast_furnace:lit=true minecraft:furnace:lit=true minecraft:lava_cauldron minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire \
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block.10005 = minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire \
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\
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\
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westerosblocks:safe_fire \
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westerosblocks:safe_fire \
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\
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\
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@ -202,8 +202,8 @@ void main() {
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/////// ----- RANDOM STUFF ----- ///////
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/////// ----- RANDOM STUFF ----- ///////
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// gl_TextureMatrix[0] for animated things like charged creepers
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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// #ifdef POM
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// #ifdef POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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@ -526,10 +526,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#endif
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#ifdef NETHER_SHADER
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#ifdef NETHER_SHADER
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb ;
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb / 15.0;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
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// up *= pow( max( WS_normal.y, 0), 2);
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// up *= pow( max( WS_normal.y, 0), 2);
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// down *= pow( max(-WS_normal.y, 0), 2);
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// down *= pow( max(-WS_normal.y, 0), 2);
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@ -1207,10 +1207,10 @@ void main() {
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#endif
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#endif
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#ifdef NETHER_SHADER
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#ifdef NETHER_SHADER
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// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
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// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 15.0;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
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// up *= pow( max( slopednormal.y, 0), 2);
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// up *= pow( max( slopednormal.y, 0), 2);
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// down *= pow( max(-slopednormal.y, 0), 2);
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// down *= pow( max(-slopednormal.y, 0), 2);
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@ -1340,7 +1340,6 @@ void main() {
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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}
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}
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////// DEBUG VIEW STUFF
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////// DEBUG VIEW STUFF
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#if DEBUG_VIEW == debug_SHADOWMAP
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#if DEBUG_VIEW == debug_SHADOWMAP
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vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
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vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
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@ -328,7 +328,7 @@ void main() {
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if (TranslucentShader.a > 0.0){
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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#ifdef Glass_Tint
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if(albedo.a > 0.01) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
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if(!iswater) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
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#endif
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#endif
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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@ -12,10 +12,12 @@ vec3 DoAmbientLightColor(
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
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// do torch lighting.
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// do torch lighting.
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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return IndirectLight + TorchLight;
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return IndirectLight + TorchLight;
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}
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}
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@ -253,7 +253,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
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#define LIGHTSOURCE_REFLECTION
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#define LIGHTSOURCE_REFLECTION
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#endif
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#endif
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#define EMISSIVE_TYPE 2 // [0 1 2 3]
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#define EMISSIVE_TYPE 0 // [0 1 2 3]
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#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
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#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
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#define Emissive_Curve 2.0 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define Emissive_Curve 2.0 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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@ -265,6 +265,7 @@ vec3 DoCloudLighting(
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){
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){
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float powder = 1.0 - exp(-5.0 * sqrt(density));
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float powder = 1.0 - exp(-5.0 * sqrt(density));
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// float powder = 1.0 - exp(-15.0 * density);
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vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog);
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vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog);
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