ADD water exit effect, add damage amount based hurt effects. fix water fog lightmap

This commit is contained in:
Xonk
2024-05-18 22:58:30 -04:00
parent d431109ec5
commit 044d690a52
12 changed files with 149 additions and 84 deletions

View File

@ -76,8 +76,7 @@ uniform int hideGUI;
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
@ -327,6 +326,10 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
#ifdef DAMAGE_TAKEN_EFFECT
uniform float CriticalDamageTaken;
#endif
vec4 TAA_hq(bool hand){
#ifdef TAA_UPSCALING
@ -401,7 +404,7 @@ vec4 TAA_hq(bool hand){
float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
float depthDiff = texture2D(colortex14, previousPosition.xy).a;
// float depthDiff = texture2D(colortex14, previousPosition.xy).a;
// movementRejection = mix( 0.0, 1.0, depthDiff);
if(hand) movementRejection *= 5.0;
@ -409,6 +412,10 @@ vec4 TAA_hq(bool hand){
//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), clamp(BLEND_FACTOR + movementRejection, 0.0,1.0))), 1.0);
#ifdef DAMAGE_TAKEN_EFFECT
if(CriticalDamageTaken > 0.01) supersampled.rgb = mix(supersampled.rgb, texture2D(colortex5, adjTC).rgb, sqrt(CriticalDamageTaken)*0.8);
#endif
//De-tonemap
return supersampled;
#endif