fix compile error when floodfill gets enabled. fix compile error when TAA is turned off. fix compile error when aerochrome is turned on. re-added "render clouds as fog" setting. fix DOF using wrong depth buffer for CoC. fix cave fog when DH is enabled. fix block breaking effect not having alpha discard. changed "clouds intersect terrain" setting to work better on edges, but work worse everywhere else.

This commit is contained in:
Xonk
2024-06-12 20:56:14 -04:00
parent 4d2a30af6a
commit 04bbc79b89
17 changed files with 169 additions and 75 deletions

View File

@ -13,6 +13,7 @@ uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
uniform sampler2D colortex0;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
@ -81,6 +82,7 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
#include "/lib/volumetricClouds.glsl"
// #define CLOUDS_INTERSECT_TERRAIN
#include "/lib/overworld_fog.glsl"
#endif
#ifdef NETHER_SHADER
@ -404,6 +406,14 @@ void main() {
#if defined NETHER_SHADER || defined END_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
#endif
#if defined VOLUMETRIC_CLOUDS && defined CLOUDS_INTERSECT_TERRAIN
vec4 Clouds = texture2D(colortex0, (gl_FragCoord.xy*texelSize) / (VL_RENDER_RESOLUTION/CLOUDS_QUALITY));
VolumetricFog.rgb = Clouds.rgb * VolumetricFog.a + VolumetricFog.rgb;
VolumetricFog.a = VolumetricFog.a*Clouds.a;
#endif
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);