improve fog upsampler and filtered effects upsampler. improve metals in specular reflections. fix end and nether not compiling, and fix SSAO making them black. redo water shader. added water caustics strength misc setting. add 2 new post process types "xonk tonemapp" and "full reinhard". create overdraw prevention for DH shadowmap. fix SSS with dh shadowmap. tweak screenspace shadow SSS to be better in the distance. add fog behind glass. move water fog to be done in the fog behind glass pass.

This commit is contained in:
Xonk
2024-03-01 22:48:09 -05:00
parent d4a239f223
commit 1ea16b150a
102 changed files with 1982 additions and 753 deletions

View File

@ -18,6 +18,8 @@ varying vec4 color;
flat varying vec4 lightCol;
#endif
uniform int isEyeInWater;
uniform sampler2D texture;
uniform sampler2D noisetex;
uniform sampler2D colortex4;
@ -135,6 +137,10 @@ void main() {
vec3 Direct_lighting = vec3(0.0);
vec3 Indirect_lighting = vec3(0.0);
vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
@ -172,7 +178,7 @@ void main() {
Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
#endif
vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
vec3 AmbientLightColor = (averageSkyCol_Clouds / 30.0) * 3.0;
#endif
@ -184,7 +190,7 @@ void main() {
vec3 AmbientLightColor = vec3(1.0);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, Torch_Color, clamp(lightmap.xy,0,1));
Indirect_lighting = DoAmbientLightColor(AmbientLightColor,MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1));
#ifdef LINES
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);