tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues

This commit is contained in:
Xonk
2023-10-25 19:17:23 -04:00
parent d47eb2776f
commit 2a5de55319
10 changed files with 60 additions and 22 deletions

View File

@ -388,6 +388,10 @@ void main() {
//////////////////////////////// ////////////////////////////////
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
if(LIGHTNING > 0) Albedo = vec4(1);

View File

@ -189,7 +189,6 @@ void main() {
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
/////// ----- COLOR STUFF ----- ///////
color = gl_Color;

View File

@ -492,7 +492,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
float f0 = SpecularTex.g;
if (iswater > 0.0){
if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
vec3 Reflections_Final = vec3(0.0);
vec4 Reflections = vec4(0.0);
vec3 SkyReflection = vec3(0.0);
@ -560,6 +560,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
} else {
gl_FragData[0].rgb = FinalColor;
}
#else
gl_FragData[0].rgb = FinalColor;
#endif

View File

@ -3,6 +3,8 @@ varying vec2 texcoord;
uniform sampler2D texture;
flat varying float exposure;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
@ -36,14 +38,14 @@ float encodeVec2(float x,float y){
#endif
#ifdef ENCHANT_GLINT
/* DRAWBUFFERS:2 */
/* DRAWBUFFERS:2 */
#endif
void main() {
vec4 Albedo = texture2D(texture, texcoord);
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
vec4 data1 = vec4(1.0); float materialMask = 1.0;
#if defined SPIDER_EYES || defined GLOWING
@ -60,8 +62,8 @@ void main() {
#endif
#ifdef ENCHANT_GLINT
vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) * Albedo.a;
vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) / clamp(exposure,0.01,1.0);
gl_FragData[0] = vec4(GlintColor, Albedo.a * 0.1);
gl_FragData[0] = vec4(GlintColor , Albedo.a * 0.1);
#endif
}

View File

@ -21,16 +21,33 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform sampler2D colortex4;
flat varying float exposure;
void main() {
gl_Position = ftransform();
#if defined ENCHANT_GLINT || defined SPIDER_EYES
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
texcoord = (gl_MultiTexCoord0).xy;
#ifdef ENCHANT_GLINT

View File

@ -1018,7 +1018,6 @@ void main() {
}
#endif
// gl_FragData[0].rgb = vec3(1) ;
/* DRAWBUFFERS:3 */

View File

@ -7,6 +7,7 @@ flat varying vec2 TAA_Offset;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
@ -17,12 +18,14 @@ uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex9;
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex13;
uniform sampler2D colortex15;
uniform vec2 texelSize;
flat varying vec3 noooormal;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
flat varying vec3 WsunVec;
@ -262,6 +265,7 @@ void main() {
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
#endif
@ -344,4 +348,5 @@ void main() {
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
}

View File

@ -3,6 +3,7 @@ varying vec2 texcoord;
flat varying vec3 zMults;
uniform float far;
uniform float near;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -10,6 +11,7 @@ uniform float near;
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
zMults = vec3(1.0/(far * near),far+near,far-near);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;