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

@ -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