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

@ -254,7 +254,7 @@ void main() {
vec2 tempOffset=offsets[framemod8];
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;

View File

@ -131,9 +131,9 @@ void main() {
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
// #ifdef TAA_UPSCALING
// gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
// #endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w * texelSize;
#endif

View File

@ -126,14 +126,14 @@ vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){
float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
vec3 stepv = direction * mult / quality;
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
vec3 spos = clipPosition + stepv*dither;
float minZ = clipPosition.z;
float maxZ = spos.z+stepv.z*0.5;
spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE;
spos.xy += offsets[framemod8]*texelSize*0.5;
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
for (int i = 0; i <= int(quality); i++) {
@ -141,7 +141,7 @@ vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){
float sp = texelFetch2D(depthtex1,ivec2(spos.xy/texelSize),0).x;
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy/RENDER_SCALE,sp);
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ) ) return vec3(spos.xy,sp);
spos += stepv;
@ -422,7 +422,7 @@ vec3 getWaveHeightmap_dimension(vec2 posxz, float iswater){
//////////////////////////////VOID MAIN//////////////////////////////
/* RENDERTARGETS:2,7,1,11,13,14 */
void main() {
if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y ) {
if (gl_FragCoord.x * texelSize.x < 1 && gl_FragCoord.y * texelSize.y < 1 ) {
gl_FragData[0] = texture2D(texture, lmtexcoord.xy,Texture_MipMap_Bias)*color;
vec3 Albedo = toLinear(gl_FragData[0].rgb);
@ -452,7 +452,7 @@ void main() {
vec2 tempOffset=offsets[framemod8];
vec3 fragC = gl_FragCoord.xyz*vec3(texelSize,1.0);
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
vec3 np3 = normVec(p3);

View File

@ -108,9 +108,9 @@ void main() {
#ifdef TAA_UPSCALING
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
// #ifdef TAA_UPSCALING
// gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
// #endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
#endif