LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.

FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
This commit is contained in:
Xonk
2024-05-04 21:08:24 -04:00
parent 343a68c816
commit 25a2284a60
70 changed files with 4096 additions and 1510 deletions

View File

@ -6,10 +6,12 @@
#endif
flat varying vec3 WsunVec;
// flat varying vec3 unsigned_WsunVec;
flat varying vec3 unsigned_WsunVec;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
flat varying float exposure;
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
uniform sampler2D colortex4;
@ -53,8 +55,9 @@ void main() {
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) * sunPosition);
// unsigned_WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
unsigned_WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#ifdef TAA
TAA_Offset = offsets[framemod8];