mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
25a2284a60
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
11 lines
314 B
GLSL
11 lines
314 B
GLSL
// How far light propagates (block, sky)
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const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
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const uint LpvSize = uint(exp2(LPV_SIZE));
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const uvec3 LpvSize3 = uvec3(LpvSize);
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vec3 GetLpvPosition(const in vec3 playerPos) {
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vec3 cameraOffset = fract(cameraPosition);
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return playerPos + cameraOffset + LpvSize3/2u;
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}
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