FIX stochastic shadows on IRIS. add filter option for SSAO and all SSS types. imrpove fog upsampling (even when DH is being used). ambient light is more consistent across all types of weather. tweak cloud lighting.

This commit is contained in:
Xonk
2024-02-16 21:28:13 -05:00
parent f99a3c33b5
commit 088b8206c1
19 changed files with 696 additions and 241 deletions

View File

@ -233,6 +233,7 @@ float ld(float dist) {
/* RENDERTARGETS:2,7 */
void main() {
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
bool iswater = isWater > 0;
vec3 normals = normals_and_materials.xyz;
@ -263,10 +264,12 @@ void main() {
vec4 COLORTEST = gl_FragData[0];
#ifndef Vanilla_like_water
if(iswater){
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
}
#endif
// diffuse
vec3 Direct_lighting = lightCol.rgb/80.0;
@ -351,8 +354,9 @@ void main() {
float material = 1.0;
#ifdef DH_OVERDRAW_PREVENTION
float distancefade = min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0);
float distancefade = min(max(1.0 - length(pos.xz)/max(far-16.0,0.0),0.0)*2.0,1.0);
gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, distancefade);
material = distancefade < 1.0 ? 1.0 : 0.0;
if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
@ -360,10 +364,12 @@ void main() {
material = 0.0;
}
#endif
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
#endif
gl_FragData[1] = vec4(Albedo, material);
}
}