do bilateral upsample on volumetrics to fix pixel gaps around geometry edges. quickly add lava cauldron a lightsource

This commit is contained in:
Xonk
2025-03-13 19:58:12 -04:00
parent 7fe056d00e
commit 1faf3d62fd
5 changed files with 74 additions and 40 deletions

View File

@ -501,13 +501,11 @@ void main() {
vec2 BN = fract(r2_sequence + bnoise);
// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
vec2 tc = gl_FragCoord.xy/VL_RENDER_RESOLUTION*texelSize;// + texelSize*0.5;
vec2 tc = (gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize;
bool iswater = texture2D(colortex7,tc).a > 0.99;
vec2 jitter = TAA_Offset/VL_RENDER_RESOLUTION*texelSize*0.5;
float depth = texture2D(depthtex0, tc + jitter).x;
float depth = texelFetch2D(depthtex0, ivec2(tc/texelSize),0).x;
float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
@ -573,6 +571,7 @@ void main() {
}
// VolumetricFog = raymarchTest2(viewPos0, BN.x);
// VolumetricFog = raymarchTest(viewPos0, BN);