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

@ -136,10 +136,10 @@ void main() {
vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
#ifdef CLOUDS_INTERSECT_TERRAIN
float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
float depth = texelFetch2D(depthtex0, ivec2(halfResTC2), 0).x;
#ifdef DISTANT_HORIZONS
float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
float DH_depth = texelFetch2D(dhDepthTex, ivec2(halfResTC2),0).x;
vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));