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

@ -19,6 +19,11 @@ uniform int frameCounter;
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
// float R2_dither(){
// vec2 coord = gl_FragCoord.xy;
// vec2 alpha = vec2(0.75487765, 0.56984026);
// return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
// }
void main() {
gl_FragData[0] = texture2D(tex,texcoord.xy);
@ -26,10 +31,10 @@ void main() {
gl_FragData[0].a = texture2DLod(tex,texcoord.xy, 0).a;
#endif
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
#endif
#ifdef RENDER_ENTITY_SHADOWS
#endif
#ifdef Stochastic_Transparent_Shadows
gl_FragData[0].a = float(gl_FragData[0].a >= blueNoise());
#endif
}