From 22a5ef3e515d9b3afc48a5ea4649f8402225b968 Mon Sep 17 00:00:00 2001 From: Xonk Date: Sat, 2 Mar 2024 17:46:40 -0500 Subject: [PATCH] small fix. lower water f0 back to 0.02 --- shaders/dimensions/DH_translucent.fsh | 2 +- shaders/dimensions/all_solid.vsh | 3 ++- shaders/dimensions/all_translucent.fsh | 4 ++-- shaders/dimensions/composite1.fsh | 8 +++++--- 4 files changed, 10 insertions(+), 7 deletions(-) diff --git a/shaders/dimensions/DH_translucent.fsh b/shaders/dimensions/DH_translucent.fsh index 35b0ff5..2804414 100644 --- a/shaders/dimensions/DH_translucent.fsh +++ b/shaders/dimensions/DH_translucent.fsh @@ -318,7 +318,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float normalDotEye = dot(normals, normalize(pos.xyz)); float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0); - fresnel = mix(0.1, 1.0, fresnel); + fresnel = mix(0.02, 1.0, fresnel); #ifdef SNELLS_WINDOW if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0); diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index ec87353..6296b3c 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -48,6 +48,8 @@ const float PI48 = 150.796447372*WAVY_SPEED; float pi2wt = PI48*frameTimeCounter; attribute vec4 mc_Entity; +attribute vec4 mc_midTexCoord; + uniform int blockEntityId; uniform int entityId; flat varying float blockID; @@ -81,7 +83,6 @@ flat varying int SIGN; uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; -attribute vec4 mc_midTexCoord; uniform vec3 cameraPosition; uniform vec2 texelSize; uniform int framemod8; diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index e48f4b6..903bdcf 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -386,7 +386,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) vec3 bump = normalize(getWaveNormal(posxz, false)); - TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction + TangentNormal = (bump.xy/5.0)*0.5+0.5; // tangent space normals for refraction bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); normal = normalize(bump * tbnMatrix); @@ -538,7 +538,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) #ifdef WATER_REFLECTIONS vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg; - SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1); + SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02); float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05); float f0 = SpecularTex.g; diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 40d8ea3..a6aa670 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -44,16 +44,18 @@ uniform sampler2D noisetex; //noise uniform sampler2D depthtex0; uniform sampler2D depthtex1; // uniform sampler2D depthtex2; -#ifdef DISTANT_HORIZONS + +// #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; uniform sampler2D dhDepthTex1; -#endif +// #endif + uniform sampler2D colortex0; //clouds uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16 uniform sampler2D colortex2; //translucents(rgba) uniform sampler2D colortex3; //filtered shadowmap(VPS) // uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha) -// uniform sampler2D colortex5; //TAA buffer/previous frame +uniform sampler2D colortex5; //TAA buffer/previous frame uniform sampler2D colortex6; //Noise uniform sampler2D colortex7; //water? uniform sampler2D colortex8; //Specular