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

@ -94,10 +94,7 @@ vec4 getVolumetricRays(
vec3 sunColor = lightCol.rgb / 80.0;
vec3 skyCol0 = AmbientColor / 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
#ifdef ReflectedFog
lightningColor *= 0.01;
#endif
vec3 lightningColor = (lightningEffect / 10) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 np3 = normVec(wpos);
float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
@ -232,17 +229,16 @@ vec4 InsideACloudFog(
vec3 Fog_SkyCol = averageSkyCol/ 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
vec3 Fog_SunCol = lightCol.rgb / 80.0;
vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0 * lightningFlash * max(eyeBrightnessSmooth.y,0)/240.;
vec3 lightningColor = (lightningEffect / 10) * (max(eyeBrightnessSmooth.y,0)/240.);
#ifdef ReflectedFog
lightningColor *= 0.01;
#ifndef ReflectedFog
vec3 np3 = normVec(wpos);
float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
lightningColor *= ambfogfade;
#endif
vec3 np3 = normVec(wpos);
float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
Fog_SkyCol += (lightningColor/10) * ambfogfade;
Fog_SkyCol += lightningColor;
@ -258,9 +254,6 @@ vec4 InsideACloudFog(
float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
float rayL = phaseRayleigh(SdotV);