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

@ -1,3 +1,5 @@
#include "/lib/settings.glsl"
uniform sampler2D colortex3;
uniform sampler2D colortex6;
@ -79,24 +81,33 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
void main() {
/* DRAWBUFFERS:3 */
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec2 texcoord = ((gl_FragCoord.xy)*2.+0.5)*texelSize;
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.0).rgb; //1/4 res
vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize;
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
#ifdef OLD_BLOOM
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb; //1/4 res
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
gl_FragData[0].rgb = bloom * 2.0;
#else
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb*1.0; //1/64 res
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb * weights[0]; //1/4 res
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb * weights[1]; //1/8 res
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb * weights[2]; //1/16 res
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb * weights[3]; //1/32 res
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb * weights[4]; //1/64 res
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb * weights[5]; //1/128 res
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb * weights[6]; //1/256 res
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb*1.0; //1/128 res
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb*1.0; //1/256 res
//bloom = texture2D_bicubic(colortex6,texcoord).rgb*6.; //1/8 res
gl_FragData[0].rgb = bloom*2.;
gl_FragData[0].rgb = bloom * 3.0;
#endif
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
}