mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
fix speculars and emissives being disabled
This commit is contained in:
parent
4bd3510497
commit
f22aa95189
@ -355,8 +355,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
|
||||
|
||||
|
||||
#ifdef BIOME_TINT_WATER
|
||||
if (iswater > 0.95) COLORTEST.rgb = color.rgb;
|
||||
#endif
|
||||
|
@ -1014,7 +1014,6 @@ void main() {
|
||||
if(shadowMapFalloff > 0.0){
|
||||
shadowMap = vec3(0.0);
|
||||
vec3 ShadowColor = vec3(0.0);
|
||||
vec3 COLOR = vec3(1.0) ;
|
||||
|
||||
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
|
||||
|
||||
@ -1048,10 +1047,6 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
DirectLightColor = ShadowColor;
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
@ -1321,16 +1316,14 @@ void main() {
|
||||
|
||||
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
|
||||
|
||||
// gl_FragData[0].rgb = Direct_lighting;
|
||||
#ifdef Specular_Reflections
|
||||
vec2 specularNoises = vec2(noise, R2_dither());
|
||||
DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
|
||||
#endif
|
||||
|
||||
// #ifdef Specular_Reflections
|
||||
// vec2 specularNoises = vec2(noise, R2_dither());
|
||||
// DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
|
||||
// #endif
|
||||
Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
|
||||
|
||||
// Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
|
||||
|
||||
// if(lightningBolt) gl_FragData[0].rgb = vec3(77.0, 153.0, 255.0);
|
||||
if(lightningBolt) gl_FragData[0].rgb = vec3(77.0, 153.0, 255.0);
|
||||
|
||||
}
|
||||
|
||||
|
@ -44,7 +44,6 @@ float blueNoise(){
|
||||
|
||||
|
||||
void main() {
|
||||
gl_FragData[0] = vec4(1);
|
||||
gl_FragData[0] = texture2D(tex,texcoord.xy) * color;
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user