mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
small tweak
This commit is contained in:
parent
2ea9736c01
commit
dab6ca1dd0
@ -152,7 +152,6 @@ vec3 viewToWorld(vec3 viewPosition) {
|
|||||||
#include "/lib/waterBump.glsl"
|
#include "/lib/waterBump.glsl"
|
||||||
|
|
||||||
#define OVERWORLD
|
#define OVERWORLD
|
||||||
|
|
||||||
#include "/lib/specular.glsl"
|
#include "/lib/specular.glsl"
|
||||||
#include "/lib/diffuse_lighting.glsl"
|
#include "/lib/diffuse_lighting.glsl"
|
||||||
|
|
||||||
@ -1209,8 +1208,6 @@ void main() {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef Specular_Reflections
|
#ifdef Specular_Reflections
|
||||||
// MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
|
|
||||||
|
|
||||||
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
|
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
|
||||||
|
|
||||||
DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);
|
DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);
|
||||||
|
@ -77,7 +77,7 @@ vec4 GetVolumetricFog(
|
|||||||
float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
|
float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
|
||||||
float fireLight = cloudVol(progressW - vec3(0,1,0));
|
float fireLight = cloudVol(progressW - vec3(0,1,0));
|
||||||
|
|
||||||
vec3 vL0 = vec3(1.0,0.5,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
|
vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * pow(exp(max(progressW.y-30,0.0) / -15),2) * 25;
|
||||||
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
|
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
|
||||||
|
|
||||||
// do background fog lighting
|
// do background fog lighting
|
||||||
|
Loading…
x
Reference in New Issue
Block a user