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

@ -341,7 +341,9 @@ void main() {
if(texture2D(colortex2, tc).a > 0.0 || iswater){
#ifdef OVERWORLD_SHADER
vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
// vec2 lightmap = decodeVec2(texture2D(colortex14, tc).a);
vec2 lightmap = vec2(0.0,texture2D(colortex14, tc).a);
#ifdef DISTANT_HORIZONS
if(z >= 1.0) lightmap.y = 0.99;
@ -360,8 +362,8 @@ void main() {
// indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
// float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
indirectLightColor_dynamic *= ambient_brightness * pow(1.0-pow(1.0-lightmap.y,0.5),3.0) ;
float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) ;
// indirectLightColor_dynamic += vec3(TORCH_R,TORCH_G,TORCH_B) * TorchBrightness_autoAdjust * pow(1.0-sqrt(1.0-clamp(lightmap.x,0.0,1.0)),2.0) * 2.0;
vec4 VolumetricFog2 = vec4(0,0,0,1);