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

@ -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);
}