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

@ -3,11 +3,16 @@
varying vec2 texcoord;
flat varying vec3 zMults;
flat varying vec3 zMults_DH;
flat varying vec3 WsunVec;
uniform float far;
uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float sunElevation;
flat varying vec2 TAA_Offset;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
@ -37,7 +42,14 @@ void main() {
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0;
#endif
TAA_Offset = offsets[framemod8];
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
float lightCola = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
zMults = vec3(1.0/(far * near),far+near,far-near);
zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);