mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
fix compile error in twilight forest
This commit is contained in:
@@ -142,7 +142,6 @@ float doVignette( in vec2 texcoord, in float noise){
|
||||
|
||||
void main() {
|
||||
|
||||
float noise = blueNoise();
|
||||
float noise = interleaved_gradientNoise();
|
||||
vec2 texcoord_offset = texcoord;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#version 120
|
||||
|
||||
#define DIRECT_LIGHT_RELATED_SETTINGS
|
||||
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
varying vec4 color;
|
||||
@@ -18,20 +19,13 @@ float blueNoise(){
|
||||
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 shadowColor = vec4(texture(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
if(shadowColor.a > 0.9999) shadowColor.rgb = vec3(0.0);
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = shadowColor;
|
||||
|
||||
// gl_FragData[0] = vec4(texture(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
|
||||
|
||||
#ifdef Stochastic_Transparent_Shadows
|
||||
#if defined Stochastic_Transparent_Shadows
|
||||
if(gl_FragData[0].a < blueNoise()) { discard; return;}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#version 120
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#define GEOMETRY_ANIMATION_RELATED_SETTINGS
|
||||
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
|
||||
#include "/lib/settings.glsl"
|
||||
#include "/lib/macro_lod_mod.glsl"
|
||||
|
||||
#ifdef IS_LPV_ENABLED
|
||||
|
||||
Reference in New Issue
Block a user