fog tweaks, fix TAAU breaking the nether

yar
This commit is contained in:
Xonk
2023-06-10 16:49:06 -04:00
parent 3cda692d97
commit 2e7d464b14
13 changed files with 135 additions and 73 deletions

View File

@ -136,6 +136,21 @@ vec3 blackbody2(float Temp)
#include "/lib/climate_settings.glsl"
uniform sampler2D noisetex;//depth
float densityAtPos(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
//The y channel has an offset to avoid using two textures fetches
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -245,11 +260,22 @@ void main() {
#ifdef WAVY_PLANTS
bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
// #ifdef WORLD
// #ifndef HAND
// vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
// // worldpos.xyz += (densityAtPos(worldpos*255 )*2) - cameraPosition;
// worldpos.xyz += sin(worldpos) - cameraPosition;
// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
// #endif
// #endif
if ((mc_Entity.x == 10001 && istopv) && abs(position.z) < 64.0) {
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition;
position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
}
if (mc_Entity.x == 10003 && abs(position.z) < 64.0) {
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;