From c20649d3fe67372a3de0089df2fc50b47d667a64 Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Fri, 20 Jun 2025 12:37:25 +0200 Subject: [PATCH] add back lightning flash for fog --- shaders/lib/lightning_stuff.glsl | 4 ++-- shaders/lib/overworld_fog.glsl | 4 ++-- shaders/lib/volumetricClouds.glsl | 4 ++-- shaders/shaders.properties | 2 +- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/shaders/lib/lightning_stuff.glsl b/shaders/lib/lightning_stuff.glsl index 9f14b2b..d5eb830 100644 --- a/shaders/lib/lightning_stuff.glsl +++ b/shaders/lib/lightning_stuff.glsl @@ -28,7 +28,7 @@ if(lightningBoltPosition.w > 0.0){ }else return vec3(0.0); } -vec3 Iris_Lightningflash_VLcloud(vec3 feetPlayerPos, vec3 lightningBoltPos){ +vec3 Iris_Lightningflash_VLcloud(vec3 feetPlayerPos){ if(lightningBoltPosition.w > 0.0){ vec3 LightningPos = feetPlayerPos - vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+116.0),lightningBoltPosition.z); @@ -41,7 +41,7 @@ if(lightningBoltPosition.w > 0.0){ }else return vec3(0.0); } -vec3 Iris_Lightningflash_VLfog(vec3 feetPlayerPos, vec3 lightningBoltPos){ +vec3 Iris_Lightningflash_VLfog(vec3 feetPlayerPos){ if(lightningBoltPosition.w > 0.0){ if(lightningBoltPosition.w < 1.0) return vec3(0.0); diff --git a/shaders/lib/overworld_fog.glsl b/shaders/lib/overworld_fog.glsl index d1bf2fc..34c1ab0 100644 --- a/shaders/lib/overworld_fog.glsl +++ b/shaders/lib/overworld_fog.glsl @@ -237,8 +237,8 @@ vec4 GetVolumetricFog( vec3 DirectLight = LightSourcePhased * sh; #endif - vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz); - vec3 lighting = DirectLight + indirectLight; + vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition); + vec3 lighting = DirectLight + indirectLight + 0.1 * Lightning; color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance; diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 4ac6a5d..97b3f24 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -611,8 +611,8 @@ vec4 raymarchCloud( // normal lightning strikes float horizontalDist = length((newPos.xz) - lightningBoltPosition.xz); - if (horizontalDist < 2500.0 && lightningBoltPosition.w > 0.0) { - lightningIntensity = exp(-horizontalDist * 0.022) * density * smoothstep(0.0, 0.02, fract(frameTimeCounter)) * lightningFlash; + if (horizontalDist < 7500.0 && lightningBoltPosition.w > 0.0) { + lightningIntensity = exp(-horizontalDist * 0.006) * density * smoothstep(0.0, 0.02, fract(frameTimeCounter)) * lightningFlash; lighting = mix(lighting, vec3(1.3,1.5,3.0), lightningIntensity); } diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 85aeebc..d800df2 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -212,7 +212,7 @@ SHADER_VERSION_LABEL \ ### RESOURCE PACK SUPPORT screen.Resource_Pack_Support.columns = 1 - screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] [Porosity] MATERIAL_AO RESOURCEPACK_SKY + screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] MATERIAL_AO RESOURCEPACK_SKY screen.Reflections.columns=2 screen.Reflections = \