ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember

This commit is contained in:
Xonk
2023-07-12 19:29:20 -04:00
parent 7618c0abba
commit 0b4bf8e7c6
31 changed files with 1013 additions and 361 deletions

View File

@ -279,7 +279,7 @@ void main() {
#ifdef Cumulus
#ifdef Cloud_Fog
vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., (averageSkyCol*2.0) * 8./150./3.);
vec4 VL_CLOUDFOG = InsideACloudFog(fragpos, vec2(R2_dither(),blueNoise()), lightCol.rgb/80., moonColor/150., averageSkyCol/30.);
// vec4 rays = vec4(0.0);
// if(rainStrength > 0.0){
@ -323,7 +323,8 @@ void main() {
estEyeDepth *= estEyeDepth*estEyeDepth*34.0;
vec3 ambientColVol = averageSkyCol_Clouds*8./150./2.0;
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 ambientColVol = (averageSkyCol_Clouds/30.0) + lightningColor;
vec3 lightColVol = (lightCol.rgb / 80.);
estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);