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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 21:13:07 +08:00
add back lightning flash for fog
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@@ -28,7 +28,7 @@ if(lightningBoltPosition.w > 0.0){
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}else return vec3(0.0);
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}
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vec3 Iris_Lightningflash_VLcloud(vec3 feetPlayerPos, vec3 lightningBoltPos){
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vec3 Iris_Lightningflash_VLcloud(vec3 feetPlayerPos){
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if(lightningBoltPosition.w > 0.0){
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vec3 LightningPos = feetPlayerPos - vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+116.0),lightningBoltPosition.z);
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@@ -41,7 +41,7 @@ if(lightningBoltPosition.w > 0.0){
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}else return vec3(0.0);
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}
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vec3 Iris_Lightningflash_VLfog(vec3 feetPlayerPos, vec3 lightningBoltPos){
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vec3 Iris_Lightningflash_VLfog(vec3 feetPlayerPos){
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if(lightningBoltPosition.w > 0.0){
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if(lightningBoltPosition.w < 1.0) return vec3(0.0);
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@@ -237,8 +237,8 @@ vec4 GetVolumetricFog(
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vec3 DirectLight = LightSourcePhased * sh;
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#endif
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz);
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vec3 lighting = DirectLight + indirectLight;
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition);
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vec3 lighting = DirectLight + indirectLight + 0.1 * Lightning;
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color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance;
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@@ -611,8 +611,8 @@ vec4 raymarchCloud(
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// normal lightning strikes
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float horizontalDist = length((newPos.xz) - lightningBoltPosition.xz);
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if (horizontalDist < 2500.0 && lightningBoltPosition.w > 0.0) {
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lightningIntensity = exp(-horizontalDist * 0.022) * density * smoothstep(0.0, 0.02, fract(frameTimeCounter)) * lightningFlash;
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if (horizontalDist < 7500.0 && lightningBoltPosition.w > 0.0) {
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lightningIntensity = exp(-horizontalDist * 0.006) * density * smoothstep(0.0, 0.02, fract(frameTimeCounter)) * lightningFlash;
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lighting = mix(lighting, vec3(1.3,1.5,3.0), lightningIntensity);
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}
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@@ -212,7 +212,7 @@ SHADER_VERSION_LABEL <empty> \
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### RESOURCE PACK SUPPORT
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screen.Resource_Pack_Support.columns = 1
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screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] [Porosity] MATERIAL_AO RESOURCEPACK_SKY
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screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] MATERIAL_AO RESOURCEPACK_SKY
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screen.Reflections.columns=2
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screen.Reflections = \
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