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

@ -76,6 +76,8 @@ uniform float rainStrength;
uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0;
uniform vec4 entityColor;
in vec3 velocity;
flat varying int PHYSICSMOD_SNOW;
@ -414,7 +416,9 @@ void main() {
//////////////////////////////// ////////////////////////////////
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
if(LIGHTNING > 0) Albedo = vec4(1);
float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
@ -526,6 +530,11 @@ void main() {
}
#endif
// hit glow effect...
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, entityColor.a);
gl_FragData[2].a = mix(gl_FragData[2].a, 0.5, entityColor.a);;
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// FINALIZE ////////////////////////////////
@ -534,7 +543,7 @@ void main() {
#ifdef WORLD
#ifdef Puddles
float porosity = 0.35;
float porosity = 0.4;
#ifdef Porosity
porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
#endif