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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
Tweak ambient light color sampling to be more gooder
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@ -89,12 +89,15 @@ void main() {
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vec3 pos = normalize(vec3(0,1,0));
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int maxIT = 9;
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for (int i = 0; i < maxIT; i++) {
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pos.xy += normalize(sample3x3[i] * vec2(0.5,0.5));
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averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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pos = normalize(vec3(0,1,0));
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pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
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averageSkyCol_Clouds += 1.72*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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// pos = normalize(vec3(0,1,0));
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// pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
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averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.; // please dont do an infinite feedback loop....
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pos = normalize(vec3(0,1,0));
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}
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/// TOOO DAMN BLUE
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@ -8,6 +8,8 @@ entity.1100 = slime giant ender_dragon ghast sheep
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#weak sss (same as weak sss for blocks)
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entity.1200 = player frog chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned elder_gaurdian endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager wither trader_llama
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# various stuff
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entity.12345 = minecraft:lightning_bolt weather2:lightning_bolt
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entity.2300 = minecraft:item_frame minecraft:item_display
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@ -223,7 +223,9 @@ void main() {
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SIGN = 0;
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#ifdef WORLD
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// disallow POM to work on signs.
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if(blockEntityId == 2200) SIGN = 1;
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if(blockEntityId == 2100) PORTAL = 1;
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#endif
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@ -231,12 +233,13 @@ void main() {
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PHYSICSMOD_SNOW = 0;
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#ifdef ENTITIES
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// disallow POM to work on item frames.
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if(entityId == 2300) SIGN = 1;
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#ifdef ENTITY_PHYSICSMOD_SNOW
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if(entityId == 829925) PHYSICSMOD_SNOW = 1;
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#endif
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if(entityId == 2300) SIGN = 1;
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// try and single out nametag text and then discard nametag background
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// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
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@ -1,6 +1,7 @@
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#version 120
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// #define ENTITIES
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#define BLOCKENTITIES
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#define ENTITIES
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// #define LINE
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// #define BLOCKENTITIES
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#define WORLD
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#include "gbuffers_all_solid.fsh"
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@ -1,7 +1,7 @@
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#version 120
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// #define ENTITIES
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#define ENTITIES
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// #define LINE
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#define BLOCKENTITIES
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// #define BLOCKENTITIES
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#define WORLD
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#include "gbuffers_all_solid.vsh"
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@ -139,7 +139,7 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun ) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) ;
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scatteringMoon += sky_coefficientsScattering * (stepAirmass.xy * phaseMoon) * stepScatteringVisible * sky_transmittance(position, moonVector, jSteps);
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// Nice way to fake multiple scattering.
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * (stepScatteringVisible * low_sun );
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * (stepScatteringVisible * low_sun);
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transmittance *= stepTransmittance ;
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}
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@ -5,7 +5,7 @@ underwaterOverlay=false
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sun=true
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moon=true
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clouds=off
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stars=true
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stars=false
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vignette=false
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dynamicHandLight=true
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program.composite4.enabled=TAA_UPSCALING
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